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Zarathos

Zarathos

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Zarathos
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  • Surge and deathslinger is fantastic. Being able to pull survivors into gens repair zone is devastatingly strong. My favorite way to regress gens as slinger since it eats no time kicking gens. Outside of slinger it is pretty bad espicially because of the m1 clause. Just why?

  • Went for her adept recently was reminded how awful she is to play. Getting behind her clunky aimming arcs I hate how her power can be denied so easily. It feels like her actual power cant be used till endgame because cleaning just dosent happen up until that point. Until then your an m1 killer which is just awful.

    Id rather play a killer who has there power from the start since the m1 gameplay is just so dull.

  • @seki23 said:

    so pretty much every one who responded agrees on him being extremely unhealthy and unfun for the game, wich is not surprise at all. is not about being strong, because an strong killer can potentially be decently fun to go agaisnt with the proper counterplay wich deathslinger doesnt have, placing stuff in front is not counterplay, unless you have a building (not a loop, a building) to use wich is most likely situational to make him lose LOS, thats HIS only counterplay try to make him lose los but he can shoot from 18 mts so you need to have AN EXTREME distance on him to make it work so... no, he shouyld get huntress treatment in order to shoot he should need to cahrge or something, quickscoping is stupid as #########.

    See the issue i have here is you basically said force him to ads. Now if you played him you know his adsing is clunky. I played a lot of fps and its movement does not correct well hence instant ads is preferable.

    He has one shot for an injure with a down time reloading after every shot. Unlike humtress his shot can land but if the survivor positions well the chain will break. 18 meters is actually a god awful range. Espicially considering the terrain that can break the chain and at max ranges of about 15 meters a survivor has time to evade.

    He has terrible mobility with limited range that makes a lot of large maps misrable to traverse and hunt in. Even with instant adsing he is still a b tier killer simce his snowball and mobility issue horribly screws any chance of him having competitive value. We arent even addressing the fact that maps with large amounts of terrain is gonna mess with him.

    As a survivor digging in your heels and saying no counterplay staying out of los dosent count no counterplay is the dumbest thing i have ever heard. During nurses stronger days los blocking was my means of beating many nurses they always were a hairs breath away from killing me but always an inch off. This tactic I took against many deathslingers. Which wprks obscenly well.

    A deathslinger cant just keep waiting till the shots is perfect often whilst playing well they need to turn a corner and fire immediately. Because they have significantly less time to play with due to mobility issues and range limitations position accordingly. I hate how many contrarian slinger have no slinger experiance there are fundamental underlying problems with his kit. But all a survivor players sees is instant ads op op.

    Let me remind you many individuals who have called out his supposed unfin mechanics have no suggestiins on how to improve his underlying issues which is how we ended up with current legion. An underwhelming bad killer who was gutted to satisfy a playerbase who has no desire to see killers get adjusted just outright nerfed.

  • Gen Rush is a very stupid definition generalization for a lot of unfair killer positions. Much like how tunneling and camping is often subjective and really dumb considering the circumstances might be unfair(someone unhooks then hides instead of covering for the injured survivor or they might finish a gen close by if you let em go). If 4 survivor spawn across the map on a large map all hand on gens your kind of screwed as killer or your at least on one hell of a backfoot.

    Advice for "gen rushed" Killers Slugging slugging slugging. I cant count the number of killers who just down and hook. They never take an additional chase if they spot someone close by and leave the slug for later. Now that being said "Gen rush" can be associated as an expression of scoring downs requiring immense effort. Which can often occur with the weaker killer rooster. Pretending wraith, clown, and pig can string downs with ease is assuming a lot of variables aren't going to slow the killer down. A second health state with limited range massively hinders a killer. scoring a down should require skill however having limited tools to string downs is detrimental to good killer design.

    Its why I like to stick to mobile or killers with snowball potential. It all about snowballing the advantage and maintaining that pressure. This has the consequences of making the killer role demand specific playstyles and a solid amount of experience which means killer players tend to be lacking in numbers to meet the demand of survivor players. While veteran killer's will be hyper optimized in how they play creating intense games for casual players.

  • @bjorksnas said:

    Split on gens and wait on altruism

    if the killer chases 1 survivor for around 30 seconds it is around enough time for all 3 survivors to pop a gen considering animation times, carrying and going after other survivors 3 gens would be at 50 seconds of progress or 62.5%, use the last 30 seconds to finish the gen with the 2 survivors he cant go after because pressure is split, get the gens done and you can average about 2 gens per 2 hooks this way

    wait on altruism for around 30 seconds

    being overly altruistic against this build loses gen progress

    This nearly applies to every killer. You shouldn't be unhooking a survivor immediately until the killer is on another survivor or close to second state (facecamp bubba excluded) should you unhook remember your ABPG's always be pressuring gen's. Spread out is the golden rule of survivors.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/214554/twins-are-effectively-forced-to-slug-camp-thanks-to-terrible-design

    1. Victor on his own doesn't need Charlotte to block anything.
    2. The survivor can't do anything while he have Victor on his back + give you info on nerby survivor.
    3. Why would you want to block locker? Victor can down survivor in locker (unless they just change it in the last patch).
    4. What the ######### is that complaint? As a killer it's a bonus when all survivor are not doing gen and going to the downed person, it waste a lot of time.
    5. You can only hide behind so few pallet, Victor run at 150% speed, aka 6m second so you can just run to the other side really fast/mind game and hit them while in the vaulting animation.

    While I do agree design wise she is pushed toward slugging, you don't need to slug the entire team with her. You can easily injure someone, take out Victor to down him then chase & injure someone. Then you pick up the downed survivor and repeat the above till the end of the game.

    Sir you dont realise how bad it is to spend longer periods runnign over to pick up a survivor. Look at how often killer with downtime perform poorly regardless of lethality. Map presusre is so important and quick hook transportation ensure your slug is still down before whilst the other survivour is hooked.

    The strategy ypu describe is at best keepign two survivours busy which is insufficient the twins need more fluid movement switching back and forth.

  • So where to start

    A. Killer is easy? Ahmm yes if you run a meta build with the most powerful killers you will stomp 90% of the player base. Many of which will ne casuals.

    B. Your not going to get the same results with the weaker killers play wraith, clown not every killer plays well with hex ruin. Those that do tend to be naturally very strong.

    C. Playing for fun and runing hex ruin undying every game with no expermentation makes no sense. Not messing with surge, surveillance how about dragons grip. No expermemtation meanwhile im seeing survivor head on teams and bizare solidarity builds with autodidact.

    D. A signficiant number of players who recently joined dbd are console players they are several years behind vetrans in terms of experiance. So naturally like you i have been stomping my games. However i have been humbled once or twice by supposed "garbage console players".

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827681#Comment_1827681

    GF detection goes both ways. Sometime a survivor is able to break you out of your power when not in line of sight and sometime you stand in front of GF and you can't break him out of his power.

    Yes im aware gf detection janky as hell. But even then I find the entire aspect of breaking him out of stealth to just be awful to play as. Maybe the killer isnt for me but that fact that i can be forced into m1 killer land is awful.

    Honestly speaking a stalking ghostface dosent need detection mechanic at all. It should have been a cooldown based ability. But eh hes not for me im sure plenty out there are playing him and are enjoiying his gameplay. Right?

    Plague and ghostface are just frustrating and I don't think i could ever recommend them for those reasons. Oni, huntress, deathslinger, hell even wraith feel more fun and satisfying comparitively. Denial of power is imo a dbd game design sin.

    You should be punished for using your power poorly/whiffing/outplays. Ghostface has limited means of protecting or utilising his power without being spotted vs competent players.

  • @dezzmont said:

    Depends on what you mean by best!

    Blight and Executioner are pretty up there in terms of raw power that is easily accessible. Executioner has some pretty nasty tools to just make some loops not work, or really dangerous to try, and even bluffing a shot can mess with survivors. Blight meanwhile is much better in maps that are more open but still have stuff lying around to bounce off of, and has more overall map pressure.

    I think for really good Twins players we may see them be considered top tier, but they will be heavily filtered based on mastery, sorta like Nurse or Huntress it feels like a killer you have to main, because the stuff you can do with Victor is pretty nutso. We are talking about chessmastering it so you end a chase in a few seconds. So probably stronger than the other two but 99% of twins will just get poor results vs anything besides hyper-altruists trying to camp hooks with Victor.

    Freddy is OP as hell vs Solos but is merely very good vs SWF. He is a problem in that regard and definitely needs a change, but their 'upper level' of power isn't that absurd. So the strongest and easiest in a specific type of game, and one that makes the game worse, but not best by any means.

    And I think Ghostface is up there as a 'gold standard' 4.6, even if they aren't strictly as powerful as Billy or the others mentioned. They are more dynamic and feel like they have more tools in their kit, and their overall design is extremely good, feels good to use, and doesn't feel oppressive to play against. Its this weird shining beacon in a sea of killer designs that range from frustrating, weak, physically unpleasant to play, or just one note. So easily best design. Like Pig in that regard for having a cool dynamic design, but way better overall.

    See i agree with what you say but there a reason a lot of killer players detest ghostface. Being broken out of your power is aggravating. So much so killer wise hes one of my least played killer. Survivor interaction on paper seems like a cool idea and does add a lot to a lacking survivor experiance. But I would never call them a gold standard because there gameplay contains elements that massively frustrates the player.

    Having counterplay is good but if that counterplay can effectively lock the power out of the game entirely you have a problem. Plague and ghostface are killers I and many others want to avoid due to these frustrations. As for billy well the rework really hurt his playerbase and since then he hasnt recovered. Iverheat is incredibly frustrating and limiting which fir vetrans who enjoyed his mobility is upseting.

  • Dont mind me just got off the hook and im pushing this 80% gen here. Whats that your gonna slug me what a jerk its ok ill unbreakable. All of these are one use stop complaining its not like there's 4 survivors are running this set up.

    Eat the ds what the worse that could happen not like you restart a chase give your allies time to push gens it basically a second heath state for two perks which might seem bad but its incredible what a good survivor can do with one more health state.

    Op would you like a game with my 4 man i want to show you exactly how broken ds is.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825239#Comment_1825239

    Urban Legend. I hear there’s also a creature called a Demogorgon out there, but I don’t know anybody who’s actually seen one. Oh! And then there this thing called Hillbilly. Used to be everywhere, but now it’s gone extinct like the Dodo.

    You sir madam have made my day thank you. It its funny when you get interested in a post because it involves some killer you havent seen in weeks or at all for that matter.

  • I propose the mmr ranking should factor in your rank the previous season for the first 3 months of its implementation. Maybe 50% of yyour mmr value. Then add actual experiance and wins the mmr objective as the remaining 50%.

    My theory on og mmr failure was that starting everyone at 0 was a fatal mistake. This is all theory from my experiance so who knows for sure.

  • How about making it so the perk lights up like spine chill wen your aura is revealed. Much like hex perks i always hate perks that are one and done. The perks become to polarising and you end up with a busted or terrible perk. It can retain its tokens but a simple spine chill like passive might give it some cool qol changes.

  • @Kyle1234 said:

    I have been running Calm Spirit a lot lately since everyone is playing Doctor. And while it appears to be pretty strong against him, but what about against other killers? Does anyone have any success with this perk? 

    I would never prioritise countering docs they are significantly less of a threat then your spirits (iron will) or hex ruin undying (small game). Id argue its actually worse for your team since you getting downed means you team dosent have your scream as a heads up. However infectios fright is terrifyingly powerful which would make me sooner use it then docs running around.

  • If they nerf undying could they at least reduce ds timeframe. Getting really sick of 55 second ds when there literally sitting on a gen its utter nonesense. I do agree undying is nonsensically strong past 2 cleansings but its in a field where other perks are broken for the killer side as well cough unbreakable ds cough.

    Ruin and ds both share similar levels of broken power but in ruins case it has a glaring weakness that is way more exploitable. Undying came along and changed that much like how unbrekable and ds guarranteed a survivor more freedom to push gens.

    Why is it impossible to patch both as opposed to hitting the killer side first then survivor is it possible to hold off on a patch till all the neccessary changes can be made to guarrantee appeasing both sides.

    You need new killers players and you keep rasing the skill floor the queue for survivour are startign to get longer then the actual games meanwhile killer lobbies are 5 - 10 seconds.

    Address both ds and undying. Limit undying to one use. Nerf ds window down from 60 to 45 seconds. The ds change would be easy to code. Literal time change thats it.

  • @Aven_Fallen said:

    Stacking massive Slowdown is basically the easiest to do for Killers. You dont need to play good if you run 4 Slowdown-Perks. Just yesterday I faced a Twins-player with Ruin, Undying, Sloppy and Thanatophobia. And we did not manage to cleanse Ruin, Shelter Woods must have at least one really godlike Totem Spot, because I got 4 Totems, but not Ruin.

    And that Twins-Player was horribly bad. So you can expect this even more in the future, because Killers see that it works to just stack Slowdown over Slowdown.

    Alright run ruin, undying, thrilling tremors and corrupt intervention clown tell me how that goes.

    Wait I can do this too. Man ds, unbreakable, adrenaline, sprint burst is so broken. You have so many live the killer dosent stand a chance. It seems like second chance stacking gonna be the future of survivor gameplay.

    Practise some self awareness all of these issues we have raised as killer got the git gud treatement time. Now suddenly some busted build is messing eith your games and gasp horror this is unfair.

  • Ah no. Maybe if the game is frustrating you you could play civ or something else.

  • @freddymybae said:

    you can do it its just so boring and sweaty

    Don't worry in time it will be like clockwork. Waiting out ds after slugging a bad unhook. Setting up 4 man slugs there satisfaction in it all. After all victory against a difficult challenge does give the more competitive a reminder that experiance an knowledege can overcome some overwhelming odds.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823866#Comment_1823866

    Honestly, i wouldn´t recomment any killer to use NOED. Why? Because it skews the data the devs get.They see killer gets 2 kills, and think everything is fine, when that killer got exactly 2 hooks because of NOED.

    I think brining in more killer players is more worthwhile then making some datasheet more accurate.

    Lets be real if the devs are gonna find a way to balance the game it needs to be through a proper qa high rank testers.

    Besides variable like overaltruism and face camping means no survivour or all survivours technically wins. Anyone who uses escape and kills as a measurement of balance is a fool to forsake the other variables.

  • @Shirokinukatsukami said:

    Well Power Struggle is never optimal even if you devote your entire build to it. Most killers aren't stupid enough to run into a palette while carrying a survivor.

    I ran Flipflop/PowerStruggle/BoilOver/Unbreakable for ten games straight just to test it out. I think I only got it to work maybe twice in those ten games. It's a terrible build to use, I'd only do it for fun.

    Wait so your build yielded a second health state for 2 out of 10 games thats great. Imagine if you get an swf to bait the killer away long enough to enable it more consistently. That seems nasty.

  • Op in most cases i would suggest a better killer but blight is insanely strong. There always more ways to get bang out of blights power male sure to test it more thoroughly. Never give ds value. Slug em up and burn the unbreakable early.

    Never commit to early chases that lead you away from worked gens. If its blight your optimum build is ruin, undying, tinkrer. The last perk is a flex slot dependant on what you feel you need. Bp bbq, map knowledge thrilling tremors, more stealthly approach M&A. You can experment but the main 3 above is core from a competitve perspective.

    A lpt of this you likely know but if even one of these tips helps it will go a long way.

  • @Quiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821963#Comment_1821963

    Yeah but you're eventually forced to play the same meta #########, and you get flamed for playing ruin and undying, but if you don't you get genrushed and survivors say easy and teabag.

    So stop caring if you get flamed for playing meta by meta playing survivors hammer the mute chat button and focus on your games. If you wanna take a chance on a wacky build accept your gonna eat some losses. Savour the wins your gonna get.

    This is likely a frustration element I get it but dbd post game chat is not worth it 90% of the time. Its built to be a salt zone for both roles.

    As for the toxic crap never let em get in your head. They want a reactipn never give it. Sometimes the teabagger just desperatly wants your attention because if you figure out a person close by is a weak link there screwed. That or they want you tilted to hide there inadequate gameplay.

  • The issue is likely more to do with the much longer queue times for survivor. It has nothing to do with a median. Some groups might be trying that weird trick but it still take an abnormal length of time to queue for survior.

    As a test try and join a survivour queue now and compare it to killer you will see a vast difference. Matchmaking likely throws a prolonged survivor queue against any killer in proximity because waiting 5 mins for a 5-10 minute game is unacceptable.

  • @Tsulan said:

    Maybe it's because survivors stopped bothering about totems and just gen rush until the hatch spawns.

    Because someone always brings a key.

    Its not keys. keys counter noed since likely one dead survivour can open the hatch escape at one gen left meaning noed is gonna yield no value. You need gen delay and slug based gameplay to try and lock the hatch option out at least till one survivour is left. Obviously its not easy.

    Noed seeing so much use because its a good perk for players who struggle getting to grips with applying map pressure. Combined with killer queue times being significantly lower you will see more players trying to pick up the role and seeing noed as a strong perk option since other perks require specific play patterns to yield results.

    Insert hurr durr crap killer players use noed. Let get this out of the way killer is a hard role. There is a lot of easy traps to fall for. A lot of killers have clunky powers and as such you will see a lot of noed players for people trying to learn killer. Not everyone can experiance loss after loss as killer and continue to want to learn.

    If noed gives new killers a chance at success i welcome it frankly im sick of long survivour queue times.

  • Easy swf fix reduced healing and gen speed progression per teamed swf memeber. Think of an old version of thantaphobia. Make this base solos shouod not be balanved alongside swf. Also wouldnt hurt to throw solos some unique advantages.

  • Give me those sharpshooter shots oh nothing makes me feel like a true slinger then nailing max range shots with old marlin. Throw on the all important stbfl and slug em up real nice and good.

  • @M4dBoOmr said:

    Maybe it's not Billys fault, but Nightmares and Spirits easy accessibility

    Well if current billy is the desired standard for what a modern dbd killer should look like im out there no way im playing a killer that punishes me for actively using my power. Cooldowns arent fun its just a meter to punish the player for exploring the use of there power.

  • Chase music great.

    His base saw manuverability is terrible boots do a lot to help.

    His overall prescence has massively dropped for me.

    His overheat mechanics is really poorly executed since it effectively killed the main reason i used billy which is flying across the map doing crazy curves. Now i feel like if im gonna use my saw it has to gain value.

    Most of the quirky add ons dont work and the overheat addons feel like were - 1 add on slot.

    For old billy players its pretty horrible and a lot of long time billy players are very upset. Nothing added and a lot was taken away dosent help it coincided with blight which feels like a deliberate decision.

    Inconclusion billy got done dirty. Most people moved on and the poor boy is likely to remain in this not underpowered but just lesser in a lesser state. Not happy

  • If you have a killer who needs one of two add ons in there build to function on a meta level then you have a problem. I have payed many games without windstorm and its night and day in terms of performance. These no bell wraiths are incredibly unreliable. Unless you force a map offering you can end up on blood lodge and suddenly your sweet no bell wraith is gonna have a bad time. This applies to all open maps and that without addressing the swf weakness of relaying his movement across map so you fully negate his stealth advantage or just decent headphones and his little pitter patter footsteps. Insert not everyone swf excuse. Its an issue address it.

  • Honorary mention to adept plague this adept in particular annoyed me more so then others. First you have to play a projectile killer whose arc is awkward and clumsy. Her power can be denied so easily since its too powerful to give freely. Her adept perks are actually good bar dark devotion. Her power also messes with chaser so you really need to play with your food. I can see why i rarely see her in my survivor games.

    The other is skilled huntress espicially red ranks are above since your longshots can be easily evaded by competent survivours. Getting 20 down hits is a lot of tiem playjng bunny mom unless your farming it. But that coud be said about all cheevos.

  • @Rattman said:

    Imagine assuming stuff on the character other player playing. #########?

    Yes yes stereotyping wrong i get it but... Certain survivours have a look or aittude that lends its interest to a certain group of people. In this thread we have the toxic Claudi i wonder who or what started that trend. The provocative bills whos ego makes them think there a god because ofc they would choose the grizzled war veteran. Yui is a japanese street racer that tends to attract the weeb crowd. Pretending there is no bias to what players pick what survivour as there main is kinda silly.

  • Hatch spawns at all gens done or last survivor standing. Under no conditions should the hatch spawn befores these two points.

    @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/213646/how-should-the-key-be-changed

    • Only 1 person can go through the hatch with a key.
    • Once the hatch has been closed by a key, it cannot be opened again for 60 seconds (to prevent whole team key escapes).
    • Once the killer closes the hatch, they actually break it, preventing a key from being used on it.
    • Unlocking the hatch now has a 5 second animation before it happens.
    • Franklin's Demise no longer has the 90 second timer reset when a survivor picks up the item.

    An action to open the hatch will make virtually no difference. It might encourage survivours to leave there allies behind lets not make solo queue worse pls.

    @rafajsp said:

    I do agree with only one person holding a key going through hatch.

    One survivour escaping via hatch stil has a massive detrimental impact on killer points espicially in red ranks.

    You need to address its core issues which is that it allows an early escape. The hatch in my variation would become a better escape option if the dreaded end game close spawn doors occur. It will also be an asset for late game escape option for multiple team members if the gates are being contested. Remenber the achievement where did they go exists.

    You cant pretend all you like that hatch and keys arent equivalent to moris but you cant argue against the statement that hatch denys a massive amount of points and ends a game faster then the game intends.

  • Sorry a gaming community cleaning up bad aittudes. Nah hell nah. That dream died a long time ago when we got bm apoligists spouting nonesense about how its a tactic bro. Because verbal abuse somehow translate to mindgames.

    Despite in early civilisation times of great war and famine early concepts of the olympics would ostrcise bad mannered athletes instead of worshiping them.

  • Well op its not survivour sided its swf sided im sorry but swf is literally the only way i play dbd. What kind of person would play solo queue over having a team of at least 3 competent survivors. Its not hard to build a networks of good survivour players reach out to players you saw did well and start playing with them instead of randos. Make it so you have a selection of players to play with.

    There are too many reasons to avoid solo queue. The queue times are worse. You have no banter or communication in lobby. You get rando ranks messing with your games. I keep saying nerf swf specifically but the devs are messing solo queue players experiance because of swf imbalances.

    Not a complicated nerf is needed just a gen and healing speed penalty for each swf team member. Finally lets move on to killer complaints. Huntress broken hatchet hitbox is not just a boon. Precise shots through holes and cracks even over some terrain is impossible to land because the beachballs keep smacking off anything close by. She is one of the easiest to crush with a competent team which a decent team can abuse her terrible movement speed to push gens. Hurr durr she has range let me introduce you to the concept if los blockers and walls.

    Also fredy gettung nerfed and last i checked billy reworks was an overall nerf that has effectively removed him from pretty much all my games. Spirit got collison removed so she actually had to track you well instead of vaguely bumping into you. Also soul guard is a useless perk make no sense. Espicially in this dystopian undying ruin meta which I rarely see because most killers bar mobilie killers cant really use ruin. Also the hell was the twins. This killer is utterly garbage. She has one playstyle which is slugging and facecamping victor which is actively losing you points.

    What great perk came out for killer oppresion? Coup de grace? Hoarder?

  • Honestly i hope its not a killer shortage and this is anecdotal because the past week has been garbage for trying to get a survivour game. Solo queue full swf its nightmarishly long irregardless. From what ive seen and heard im getting weird rank killer when i tough it out who all seem to be saying there getting survivours in red ranks when there god damn greens.

    Something has to be done if this continues. The tools for learning killer are garbage. Concepts like slugging gen pressure and picking your chases is nowhere to be seen upon as you advance in dbd. The only way i can recomend dbd to a friend is through survivour I can coach him through these games but a killer game thats hard as hell to teach.

    Don't get me wrong i love killer decision trees and the skills that defines a killer is amzing to master once you got the basics. But someone needs to crackdown on the toxicity. Maybe that facecamping green rank bubba is out of his depth and desperatly wants one kill. Maybe that wraith who noed your friend is struggling and just want to beat a tome mission.

    Nah its all lost on the survivour player base who will cry ironically murder that a player use a tactic that a new player can easily execute. Which of course results in the killer continue to abuse these nasty tactics because you gave them a reason to continue playing "scummy". Maybe offer advice, instead of moaning about your lack of enjoyment. Offer tips and tricks to the bubba that lost 3 gens then facecamped the first survivour he downed.

    The skill floor for survivour is much lower. The skill floor for killer is nightmarishly high and to all the survivours who cant control there temper driving new players away by berating them is gonna push you up against the sweaty killers who will 4 man slugs your ass in the first 5 minutes.

    Tldr dont grt mad a player is using an underhanded tactic or perk/item. Point your anoyance at it and ask for tips. If there rude ggs em and move on. For new killers disable chat the minute crap gets thrown your direction.

  • Myers he can turn anygame and slug an entire team with a well timed tier 3.

    The issues is you will have maybe one or two oppurtunities to do it if you mistime it then your stuck as a default killer which is suboptimum. He definetly feels like a weaker oni but like oni he can turn a game in an instant. The same cant be said of the rest of the rooster that has to accrue pressure gradually.

    Note he has trouble piping due to how his power plays espicially with tombstone variants. With regards to ops demogorgon opinion I 100% agreee the shred is powerful and very effective. However his portals are terrible. They were implemented with too many weakness being destructible, gives warning and requires too much prep with the above conditions in mind.

    Kinda disappointing the demogorgon visually impressive ability is so lackluster from a gameplay perspective.

  • Very simple way to bypass franklins. Drop the key on the ground. Its is now impossible to make that key disappear. Put it in a position the killer wont spot and suddenly you have negated franklins.

    Even then as killer spending a slot to overcome the key disadvantage is akin to running lightborn sure its nice when it works but you spent a perk slot to counter survivour items. A killer perk suite is already a nightmare to run your desired builds with 4 slots. Now your playing with 3 slots. Thats huge.

    Next point franklins doesent work again because once you drop the item the killer needs to defend it to guarrantee its removal. Thats 90 seconds of gen time. I had a clown opponet where he franklins my toolbox and he just hung around the area. I directed my team to do gens far from the toolboxes position and we nailed out 3 gens just to stop my toolbox from being recovered after which the killer dced because ofc he did like you thought franklins countered my toolbox when really the perk trapped him into losing 3 gens.

    I don't want keys nerfed i want hatch spawn to be nerfed so it spawns at all gens done or last survivour standing no other circumstances. This idea isnt a strict nerf for survivour as killers will now have no way of knowing the hatch location until the end game collapse start unless there are no gens left. A nerf to the key mechanic and a buff to the last survivour standing.

    There are so many ways hatch messes with dbd. From survivours choseing to leave there team behind. Losing an intense game to a random hatch effectively ignoring the last 2 gens or 1 gen left. Or just exaspearating the swf advanatage further.

    An animation change or unlocking action wont make a difference if anything it will make it worse as now the hatch is encouraging survivours to leave there allies behind.

  • Simple answer everyone's a critic who have only two rating scales good and bad. Your the antagonist to there game so your the person at fault. Yes its dumb but logic is often lost when emotions run high.

  • I love the mmr experment because it shows what happens when you took rank entirely out of the game. So many people wanted the old system back because when everyone started at zero the difference in rank skill level was blatatntly obvious.

    On the highest level rank does nothing to distinguish you from the best but it does a solid job weeding out weaker from the better players. What i cant stand about this community is there are only two kinds of players good and bad. Its like everyone forgets were human.

    Being on tilt nah just a crap player. Struggling with a map. Must be awful survivour/killer. Man why cant you play better against x killer you must be crap. This is the kind of crap I see daily tho its often dumbed down to crap player. Man gaming communities are narrow minded.

    Next time you have a moment of anger remind yourself the opponet or ally is a human they have there good and bad moments hell some of them might gasp want to play the game without just pushing gens 24/7 or play optimum killer builds. Maybe they want to do an item hunt or want to do something that isnt holding m1 or playing a traditional killer game.

  • Plague and ghostface. Any killer that has there power deprived from them is gonna get a special place in my bin.

    I can't stand playing killers who lose there power to basic counterplay.

  • Cleanse a totem needs to have value for it to be worth it. Otherwise your spending an excess time doing nothing for a health state you could have gotten faster. Yes noed, yes undying,ruin but and this is important not everyone running that build. Healing an ally is way more likely to benefit the team. Granted 100% healing someone is gonna be harder then it seems wjen others come to help heal.

    Lets be real here the reason no one does dull totems half of the time is because the time spent seeking them out in most modern maps is to much of a time sink. Your more likely to lose more survivours to dull totoem hunting then a noed.

  • So key thing of note are we trying to make second wind better then bt or ds because if not then im onboard. As is consistently referenced above completing a healing action unlocks the perk no 100% heal nonesense. It is one of my favorite perks to run but I think it just gets overshadowed by perks that are way to strong.

    If you actually look at the average surivour build its has to compete with bt, ds, unbreakable iron will, adrenaline etc. Second wind has helped me out a lot but you need to tune some of the strong survivour perks so it seems to be more of an option.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/212662/pls-devs-dont-nerf-keys

    Is 2% really accurate? Key escape is like 20% of my escapes.

    I should run a trial run for better accuracy. I can't be going by feelings. But I feel like key escapes are like 1/5 escapes for me.

    But yea, I'm against nerfing keys. But I was also against nerfing mori's but they rather nerf killers than survivors I guess.

    I agree nerfing keys is a poor decision. They ahould nerf hatch. Make hatch spawn at one survivour left or all gens done. Simple elegant still has an important purpose of bypassing nonsense door placements or theoretically reopening a closed hatch. Not hard to code you just need to change hatch variables which unless the code is in some sorry state should be pretty easy

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808401#Comment_1808401

    Bruh I play both sides equally and I'm saying as someone who normally experiences the frustration of both ends. You're telling me "Why did they take forever to change one thing which is an extremely complicated and difficult fix but they didn't take forever to change something which is a simple easy change."

    Ok let me explain the simple easy hatch fix for keys. Hell i could probably figure out the basic coding for it to. Dont change the keys change the hatch. Make it so the hatch dosent spawn unless all gens are done or one survivour is left. All you have to do is remove the code. For x missing survivour + gens done.

    Did you have some elaborate unlocking animation mechanism or some kind of specific spawnings? Literally do the same you did to moris. Change the number/delete the alernative hatch spawn conditions. Put in place the condition for spawning on all gens. Simple fix effectively make the hatch an alternative escape in endgame scenarios. It corresponds to an alternative finishing escape/kill method.

    Both have there advantages over standard escape/sacrfice means. These no reasoning in your statement just bruhs and i play both sides nonesense explain the reasoning for your statement. Define the clear separation between moris.

    Also something being complicated and requires long periods pf balancing didnt stop them from nerfing the killers to an underpowered state yet for survivourswe were left with ds a broken perk for at least two years. Sorry no you need to nerf something into a suboptimum state if its a problem. This is just favoritism otherwise.

  • @Jokersmile said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808074#Comment_1808074

    Because with Franklins you can see the aura of items on the ground and they will decay

    You know you can drop the key and pick it up once you found the hatch also look to my statement above for why franklins is a suboptimum solution.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807821#Comment_1807821

    its not crazy op. SWF doesn't give keys the ability to end the game right when it starts lol. Keys are extremely difficult to change compared to moris and moris cause overall more damage. The devs saw moris were more broken and easier to fix so they fixed them first, not that big of a deal. I don't see why they HAVE to come in the same patch the devs themselves stated before they wouldn't come in one patch.

    When did the devs state that? If your reasoning is that they nerfed mori's first that's not very sound when og ds took at least two long years to rework. Freddy was in a misrable state for a similar period I'd argue that should have been priority. But that water under the bridge.

    My concern is this key change is going to be some increase on hatch opening or a limit on people which won't address its core issue which is hatch needs to spawn at endgame or all gens done. Anything before that is crazy powerful.

    Also you need to put yourself in the killer player shoes if someone comes along with a key into a game what do you do. Franklins wont work since they will either pick it up or you will be forced to guard it. Winning at 5-3 gens is far from easy espicially on weaker killers. Its jardly seems fair. There is two sides to this game both are antagonistic naturally satisfying both instead of demonstrating favoritism agitates the other.

    Imagine if I nerfed ds at a time where there was a broken killer who could easily patrol you and was overtuned for those reasons. You would be fumming mad. Now we have a similar situatuon keys end the game much faster then intended similar to mori's. Both share the same frustrations and both have very easy fixes. Shouldn't you for postpone one till the other is prepared for the sake of balance?

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807620#Comment_1807620

    Yeah they're rage inducing but thats about it. When it comes to things that actually needed to be nerfed mori's were higher by far.

    More then swf. Wait what? Am i misunderstanding? Communication and cross map cohesion overcomes a lot of dbds challenges.

    Yes you have to be one hell of a sweat squad to maximise it but an average swf (speaking from experiance) utterly destroys most immobilie killers since information can be fed across the map. Killer is here is so simple but devastatingly effective espicially if there immobilie.

    My Priorites woudl have been

    1. Swf

    2. Buff solo survivour

    3.moris/keys (both simultaneously no need for a complex fix for either) all gens done one survivour left hatch spawns. Mori as is now is exactly what I was hoping for.

    Whist I agree a mori can do more damage in isolation when you pair keys with swf comms holy molly is it crazy op.

  • I said this about the lol community and I'll say it here. If you want mmr prepare yourself for longer queue times. Mmr wise i would use a metric of 50% your rank 50% mmr so you dont have the catastrophe of 20s vs rank 1s that dogged the first mmr system.

    From what I have seen queue times for survivour is long whilst killer is low so its likely that survivours in prolonged queues are thrown against any random killer to try and ease the queue times for high ranks. But i don't have a clue what the matchmaking code is like so its just a hypothesis.

    I'd sooner apply an action speed debuff to swf that accumulates per each teammate before I would implement mmr since 90% of survivours I try to convince to play killer state swf is the main reason they don't want to play killer. It would also open the door to buff solo survivour. Both should not be balanced as if both are equal in power. But thats a different matter.

  • @BigBrainMegMain said:

    And no pictures. Cool.

    On top of that, why not use Franklin's if you're so phobic about keys?

    Seems like an easy solution.

    Franklins dosent work on keys. If you have to spend a prologned time guarding the key your going to lose the game. Once had a clown think he was real smart franklins my toolbox. He was always checking the location to see if i came back for the box i didnt and as a result my team and i just did the gens away from the toolbox. 90 seconds of free gen time is kinda nuts.

    Feels like were back in break the pallet Territory. Old frankies could have done it new franklins is just worse. Also your item just consumed a perk slot that might not be available considering garbage like monstrous shrine and beast of prey is blocking it.

  • In total i have seen 3 ebony/green mori's of in my last 30 games and two of which were used only on death hook while the other one was a proper 1 hook mori game.

    Moris lose you bp will in most cases only safety pip you. They are like keys an old broken win condition that needs to be changed. Death hook mori's would be fine. Same as hatch only spawns when one survivour is left or if all gens are completed.

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