Zarathos
Zarathos
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Dc is a tech as much as terrible connections on killer side is a tech. Your randomly getting hit robbed of any opportunity or opportunities its the same thing. But the difference is most killers will acknowledge your scummy if you deliberately throttle your connection to get hits. Most survivors don't seem to care about playing fair and will dc to give someone hatch without giving the killer time to have there input on the endgame. This is some blatant hypocrisy.
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@BigTimeGamer said:
its really not that common lol
4 dcs across 3 games in a row guess I'm unlucky. I'd love to see a stats page on dcs. i get some are for the sake of memeing around but when you screw your entire team at the start theres no excuse. You don't even need to ban people just give dc players a dunce cap. Or throw them in a dc queue. Make minor punishment or maybe have a good sportsman bp reward for just general good behavior. You don't need bans but you can encourage better play patterns.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1469993#Comment_1469993
Dude. Billy was OP forever especially with barbecue. And, yes, I've beaten him many times but I do think he definitely needed to be tweaked especially when add the god-awful tunnel encouraging moris to the mix.
Mori's arent billy only killer offerings. Besides no ones arguing moris are balanced most killers worth there salt agree its op although you are likely not piping in high ranks if you use one.
Billy is very balanced at base quite weak but with insta saw is busted. Crack billy is imo pretty reasonable but other tend to disagree. Add on wise billy is too strong but minor tweaks could fix that in a heart beat. Nerfing base billy is disgraceful. But hey ypu want more spirit be my guest. People arent happy with most mid tier killers for a large number of reasons billy was without a doubht the most balance high tier killer.
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@Todgeweiht said:
Then what would be half the point of playing demo then?
Wait people value demos portals? When I think of demo i think of mister yeet lunging at me from across the map. Demo would have more control over his fast travel network as opposed to the portal system which would have fixed positions.
No one looks at LF or Billy and think fast break pallets mid saw is a unique selling point. If anything it gives demo more oppurtunities to be a map wide menance.
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If your an swf its survivors sided. If you want a long winded explanation breaking down this point. I can do that but trust me you don't want the full details of all the advantages swf has the post would go on for ages.
If your solo survivor its killer sided unless you have a team of ds and unbreakable s in which case the killer has a very low chance of victory on average. Yes you can argue killer add ons can balance that but most of the add ons (iridescent head, infinite tier 3 myers etc) that evens the playing field cannot be played in perpetuity and are occurring less frequently in updated and newly released killers.
Survivor perk versatility doesn't matter currently. Rarely will a perk wreck me harder then the ds unbreakble combo. You want the best survivor build ds,unbreakble,exhaustion perk and iron will (don't argue with me you need this for spirit and if you think you can mindgame a spirit while injured your chances are significantly low). Versatile survivor builds get annihilated by optimum killer build.
So in conclusion if your playing solo survivor and you want to win you run this set up. If you want to have fun much like other lower tier killers you have to hope that people your playing against are looking to have fun doing something different. As for swf, time for people to step up and acknowledge the reason survivors get screwed. Hit swf specifically reduce its gen progression and healing per teammate and exclude solo survivors from the nerf.
The fact that no one has stepped up and proposed a nerf to swf in the community is ridiculous. Its the most broken advantage in the game simple as.
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@sulaiman said:
Why? People deranking intentionally, because lower rank can benefit you with easier games vs less experienced opponents, while the benefit of high rank is what?
But this Thread shows why we need the dc-penalty.
Map i dont like -> DC
Killer i dont like -> DC
getting outplayed -> DC
Something doesnt work well, but this time to my disadvantage -> DC
I am still for the Karma-Matchmaking, where you get flagged for dcing, and only matched with other dc-happy players. That way, they can ruin the game for each other.
Its a pretty fun idea. Make sure the player is aware what queue there in and see how it feels when someone other then themselves dc and is forced to pick up the slack or face more future games playing with these kind of people. It'd be a real sobering moment.
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@[Deleted User] said:
Proxy camping Hag ranks as a big fat 999,999
How can you hate sweet old gran gran she only wants to make sure your getting your vitamin e. In all honesty it does suck playing against hag since her playstyle is effectively turning the process of unhooking and not getting immediatly rehooked into the equivalent of escaping fort knoxx.
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On one hand we need ds. Its one of the only perks that punishes tunneling a survivour. However its power with unbreakble creates a lot of unwinnable situations for killers.
If I slug then they get up and continue doing the gen at 80% close by, if I pick them up I get dsed lose time and the chase has been extended. Theres no right answer and these situations are very common with many survivours forcinfmg these situations.
I'd say even if we need ds it has more potential to break the game further with potential future perks. Most unbreakable synergies minus ds are more so cute then overpowered.
A fix I would recomend could be that you cant recover while ds is active otherwise ds will deactivate on that instance. This wouldn't be the first time we would see design choices made to hinder a potetnially op combo.
Legion with nurses dosent affect mending as it would be too strong. Second wind dosent work with deliverance as it would render the disadvantage of deliverance broken status as mute.
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Long term huntress
Short term deathslinger
Reasoning
Every second counts in dbd and DS has a lot of gimmicks that take up time. Your 110 ms killer so this hurts espicially bad.
@NekoTorvic said:
Huntress is just faster at doing things and more lethal from a distance. Deathslinger can barely compete with gen speeds because of how much it takes him to do stuff: 0.5 seconds to after shot cool down, 6.8 seconds to reel from max distance, 3 seconds to wipe his weapon, 2.75 seconds to reload, over and over again. Both are good if you can aim, but imo Huntress is way stronger.
I prefer Deathslinger because I like how fast and responsive he is in comparison to Huntress, in the sense that his ADS and shooting is way faster. Huntress, to me, feels very cumbersome because of her windup. Plus think DS is cooler.
One shot one hit even with an on demand reload is still only one shot. Huntress can string multiple downs with her hatchets and if you have cd and wind up add ons well.....
The point I'm getting at is huntress has harder chases but you can always improve your chase game. There's only so much you can do to reduce the excess time spent messing around with DS mechanics.
As you familiarise yourself with hatchet arcs you will be able to go for the long shots. Which can lead to much greater satisfaction granted this is extremely hard.
Finally add ons. Huntress has some insane add ons iridescent heads is the most obvious one but also she can go hatchet into m1 at close range. No weapon wipe on initiall hit.
Your time matters every little gimmick reeling, reloading is more time lost on gens. That being said I do prefer DS aesthics the laugh and feeling of reeling in a surviour from longrange is undeniably more satisfying but i tend to like handicapping myself just to make the wins more enjoyable.
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@Johnny_XMan said:
I would rather them buff individual killers because for those killers who don’t need this system, you’re essentially gonna have to nerf them which means I am now forced to play with “portals” because my killer has too much mobility.
I also don’t think the issues that you present are that huge to warrant a full on universal system which honestly sounds weird to me and would make every killer feel bland and less unique.
See I'd agree with you but to this day i can't name a single killer who can achieve consistently good results that isn't highly mobile. Rember also that big maps are becoming more normal. Midwich, ormund, yamoka variants. If the devs want these kinda maps they need to address the glaring mobility necessity every killer must have.
If you can't see these issues as a neccessary try and only play these low mobility killers and swear off the faster variants. Then try out the faster variants and see the difference. I do my best to play a variety of killers and nothing is more demoralising then playing a slow killer and seeing the first gen pop before i can even cross the map.
Hooking survivours is the norm for every killer, the basement option always exisits yet these options in no way takes away from a killers uniqueness. Besides the beauty of this system is it has so many ways to be balanced and tweaked. A portal glowing to alert survivours. Cooldown periods for portals potentially turning off once a single gen is left.
The power of the fast travel can be improved or weakened as changes for killers who have powerful chase potential is being implemented.
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Speculation but this was done because behaviour seems to have this design philosophy that every killer should have a cd. Examine nurse as prime example. Look at freddys rework with teleport cd. They probably would have an easier time doing this to spirit but since they were reworking bubba billy got moved up on the needs a cd design philosophy. I dread to imagine what wraith is going to look like. I'd argue that billy greatest strength was also his greatest weakness. The chainsaw holds the entire character together he has no other means of attack don't get me wrong its great but the saws flexibility was hard to take advantage of and as a result any changes to his saw would irreparably damages the power of this killer. As long as windows and pallets continue to exist billy will always have counterplay and putting a cd on his saw is bang out of order. Nobody in the community asked or wanted this. Behavior could have gotten a better reception if they had some form of compensation for billy but those add ons look awful. If it works don't fix it.
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Anyone ever stop and think that deathslingers power wastes a lot of time. If you play dbd against good players you would know every second matters. So when a deathslinger uses his power it counts as one hit. But the process wastes a lot of time. First you have to shoot then reel then strike then weapon clean then reload then begin the process again.Now lets say you do this all game at least 12 or 15 times do you know how much time is being wasted not factoring in he has zero gen pressure low to no snowball potential and is a 110 ms killer which worsens the situation depending on map side. Hazards like corn, obstructions and indoor maps further limits his power and amplifies the issues tenfold. I hate how people will use the chase as the primary definition of whether or not to take action against nerfing a killer. Any counter play implemented needs to be compensated for especially when the killer is low tier lest i remind you legion exists in his current state which is a disgrace.
Also who decided the game was to be built on the chase who made that decision. I'm pretty sure there are 3 other emblems gens, saves and escape status. We can't continue limiting future killer design space so they respect the limitations of what a survivor can do at loops. Shouldn't we at least entertain the idea of stealth perhaps limit a killer not in the chase but tracking instead. You know what the difference between guessing and a read is. Guessing is a phrase used by the DBD community to make a random choice and hope its the right outcome. A read is any other multiplayer game where a person makes an estimate based off of how an opposing player has played up until this point. I know there are dbd players who will say I read my opponent but the vast majority of players who cry nerf because the killer isn't spoon feeding you information on what there doing is really silly when you take a step back and compare dbd to other multiplayer games.
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His 1 v 1 is great no doubt about it. But that's because his snowball is garbage (2 hit killer with no mobility) and gen pressure isn't just bad its probably the worst in the game. Basically he spent his power budget on being amazing on the chase but has nothing else. Overall the killer isn't even worth talking about. Plain and simple hes just a terrible killer he ticks none of the boxes that actually matter. Hierarchy of value for dbd in term of killer power goes
Snowball potential
Mobility
Gen pressure/chase
Tracking
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@Captain_Spaulding said:
I'm so happy the ban is gone tbh. Never have to play on Haddonfield again~(until the ban is back)
I have no idea what your talking about haddonfield dosen't load for me as killer. It must be bugged. : p
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@Sinister0208 said:
On PH, If they removed 1 sec from the M2 cooldown (when you actually used it) and applied that 1 sec to the fake instead then I think that would be a fair trade off. I think his M2 should also apply torment but that is for another discussion.
With deathslinger I can see how on PC he might be more accurate, I think with him his ADS should be slower and his ADS accuracy/hitbox should be better/bigger (maybe more the longer you ADS like huntresses' hatchets) that way survivors will have a cue and it rewards players who are accurate. Right now you have to essentially quickscope with him as his full ADS aiming is really weird (you notice this a lot if you play FPS games).
What I don't want to see is me having to play spirit or freddy again because lower level killers are catching unnecessary or unbalanced (i.e. no buffs to compensate) nerfs.
Wow a person who can call out absurd strengths but acknowledge glaring weaknesses to a perk or killer. This should be standard when evaluating game play design but nonetheless I'm glad to see constructive criticism. I agree Deathslingers ads is pretty crazy but for all the time spent reeling and reloading a single shot the dude needs either a larger capacity or to have an instadown apply on his redeemer depending on how long hes adsing. If your a two hit killer and your low mobility your usually garbage and that's where a lot of crap killers tend to be.
Now would probably be a good time to look at potentiality having different weapon wiping speeds for slower killers. I always disliked how Deathslinger wastes so much time wiping his gun, reloading after every shot and spends so much time reeling in survivors. Imo its where he loses most of his time. My concern is that Deathslinger having a longer ads would leave him in an unplayable state and especially after legion and billy I don't trust behavior to address Deathslingers core issues. Its hard to not be defensive about nerf's when killers with these kinda track records don't get fixed. They get neutered.
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In theory pop sounds nicer due to value long term but corrupt has more impact due to its powerful effect at the most critical point in the game. The early game for killers is terrible all hands on gens and every second that first chase draws out is another gen ticking down. By the time you cross some maps a gen can already be done. It also encourages survivors to group up in a smaller space allowing for greater snowball potential. Snowball potential is really all a killer needs mid game some killers might prefer pop due to weak snowball potential but honestly your better off adding perks that can allow the killer to snowball.
The early game weakness needs to be plugged or it can be too easily exploited to put you on a losing foot that even pop can't fix.
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Myers needs just one little buff an increase to how much he stalks. At base if you use up all your stalk add ons your kind of in a screwed position. Since base stalk myers is trash. You could also afford to make the tombstone mori on the ground as hoping into a locker offers to much counter play that or the ms reduction of judiths tombstone should be taken off. Much like trapper not having his stalk add ons really defines how often he can stalk.
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Positives
Aesthetics: Incredible from the laugh to the reeling in animation these small little quirks make him incredibly fun to play. I personally really enjoy the chase music.
locking window loops: Deathslinger shuts a lot of window loops down. Similar to huntress.
Can pull survivors out of a safe spot with a well placed harpoon.
Can reload on the chase
Can quick scope allowing for little warning
Missile speed is fast
Low tr is helpful for getting the jump on a survivor
Cons
110 ms killer so in chase will struggle on a lot of loops where your harpoon can't reach.
Has to hit twice this is massive as hes a 110 ms killer with no mobility.
Has terrible gen pressure will struggle to reach gens and will often lose gens no matter what. Perks can only do so much.
Wire can break leading to some well aimed shots denying you a down.
A large portion of his add-ons are garbage that struggle to impact or improve his situation.
Reeling survivors in wastes a lot of time
Has a range limit
Conclusion
The pros might match some of the cons but low mobility and reduced lethality makes him a very low average killer. Mobility and lethality is key in dbd and whilst his ability is fun the frustration of being robbed of well timed shots that should lead to downs, his very average to terrible performance high up and being heaviliy reliant on non base perks to slow games down imo makes him an inferior huntress. His strengths fail to outweigh his cons and his skill ceiling is low due to a lack of range and the reel never really being something you influence minus holding back to deny control.
Tldr the kinda killer where you can play well nail your shots and get fast downs but will lose due to a lack of gen pressure, low ms, lots of time spent reloading and snowball potential is non existent due to his power being one shot one hit and then reload. This was a killer who was deliberately held back power wise and I would happily trade the low tr for more shots or instadown potential (maybe if he spends extended time frame aiming down sights).
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Spine chill for if there is an obnoxious number of spirits or general stealth killers running around. Dead hard is kinda buggy but once you update your dead hard experience with every new server update then its indispensable. Also consider iron will. It might not seem like its doing much but if your looping an area where you are briefly hidden you can move to another loop and gain some serious distance on the killer. Killers massively rely on audio and pained moans it is one of the main ways your spotted.
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The core issues of dbd issue is obvious and it pain me how if anyone even acknowledges it its a fleeting what can you do?
Its SWF plain and simple, you can't compare solo to teams on comms its impossible to balance both in the same ecosystem. Every killer is on me is another 5 extra seconds on gens. Every killer is up by shack is another easily smashed totem. Don't even get me started on what happens if your s class looper is running object of obsession its like a permanent dark sense for all survivors. Swf needs the balancing solo play can have significantly less restrictions on perks there can be more experimental perks available however if your playing with a group some powerful perks with comm exploit potential needs to be disabled. Make gen repair and healing speed drop for each team member swfed. This will force dedicated roles so it can't be just the most powerful perk options available.
Instead everyone just ignores swf leaves it alone pretends that "co-ordinated rando team sure finish that game fast. Man hex totems are easy to find. What an oddly well placed head on,couldn't be communication coming through the damn coms." Don't get me wrong you will still get crap like pre-nerf mettle of man and old ds which is straight bad for the game but the balance of the game is not distinguished by rank. Its distinguished primarily by how many people are on the same chat channel. There needs to be penalties in terms of action speeds to acknowledge the efficiency difference.
I'm not talking from a lack of experience either. I have my own group of survivor players who will just causally chat and play dbd but you think its hard to drop a killers on me casually in chat. How about hex totem by shack, even casuals can take advantage and break this system. Because information is power and people will use that to create uneven playing fields regardless of casual or competitive attitudes.
MMR and ranks will come soon but most existing mmr systems forbid ranked play with people of a sufficiently lower rank. You think dbd with its non existent casual queue will find a fix via mmr. I guarantee you the most miserable games a killer has ever played was with swf opponents and the fact that solos are balanced on the same level as an SWF shouldn't be the case.
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I'm honestly shocked people are looking at this ranking system looking at whats occurred and going "heh heh screw you noob noed abuser" or "well you got two kills so stop complaining". Do you have any empathy. The dudes facing players who have a much greater understanding of the game no matter what the result is the experience isn't going to be fun being looped and crushed by players with vaster amounts of experience. Sometime I wonder if you people realize that some people play games for fun not to win. For shame. I remember when i started I had my fair share of games where I 4ked but the other players deliberately dragged on the game because they only wanted to just dick around. It wasn't satisfying it was just frustrating not having the knowledge skill or practice to combat these survivors. I'm not saying that survivors shouldn't play flashlight comps or head on stun stacking that's fair if your all on the same playing field in terms of rank. But when you learning the game and gathering experience a lot of people learn nothing from frustrating experiences against opponents who are vastly out of there depth.
My advice is to try your best to keep a cool head and put your best foot forward. Never let someone tear you down and take the time to appreciate any success you have during the match. Whether it be a good lunge around a corner a clutch well timed saw at a window. If dbd is stressful take sometime to let yourself relax (personally i prefer a nice hot cup of tea). Never let a game define your self worth. Focus on having fun and if your getting frustrated still meme around with the survivors. If someone starts saying nasty things pay em no heed don't even respond to what they say giving them no reaction this will often make them realize there just acting like a child.
I hope this helps in making DBD more fun to play.
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Side note she plays horribly with the chaser emblem much like nurse if you do well versus her the game struggles to read if your still in chase and are awarded little to no evader points which yes the emblem system imo needs to be gone over and adjusted but nonetheless earn her additional hate. She also creates scenarios where you lack nuance tools to combat her. It not like huntress where you play a game of juke the hatchet or even nurse where you can see what directions shes blinking by looking at where her hands facing or have an indicator as to when shes going to use her blink. If people have an issue with a killer or a survivor perk there's going to be change helping direct those changes so the killer or perk doesn't come out like a legion is important. Digging in your heels and saying no shes fine will lead to you having no say in her future changes.
Her kit also has issues where it defaults to targeting injured usually recently unhooked survivors and as much as I think you shouldn't have survivors be invincible post unhook I don't agree they should be robbed of any chance of survival because a high speed spirit is charging back to the hook and the only thing they can track is the recently unhooked survivor. My idea for adjusting spirit would be to reverse the way she hears thing while phasing. Make it so breathing is much louder for healthy survivors but pained moans are hidden in phase.
You could create a stun like nurse effect post phase so she has to get her hit post phase within a time frame or experience a stun. have her power consume fully so you cant immediately enter phase if you only use a tiny bit of her power. Now obviously all these ideas need to be tested see which one works. It's ok to have a strong killer but when her mechanics are prone to frustrating play patterns that has limited to no counters its going to antagonize people. Let me reiterate legion and mettle of man are examples of what happen's when both sides do not discuss or reconcile differences on how to balance there mechanics.
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From my estimates the rank system seems to mess up around rank 1 and rank 2. I have had similar experiences all today and I genuinely feel bad for these killers who are learning or advancing throughout the games ranks. My theory which is a wild guess tbh is that this issue is similar to the famous old civ gandhi bug the number ascribed to survivors rank 1 and 2 crosses the max threshold resetting the number to low ranks maybe mid ranks effectively resetting there ranks to 20-18. This is just a theory but what I'm more certain of is its occurring most frequently in rank 1 and rank 2 survivors. I will note that most of my rank 3-4 survivor games were against red ranks maybe purple killers so I don't think this issues occurs across all red ranks.
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@UltraBanana said:
https://forum.deadbydaylight.com/en/discussion/comment/622572#Comment_622572
I don't think so, I have played both extensively and would say ghostface is the superior killer. Myers is massive and you really need to use monitor to get right up on people like ghostface can. He has a super weak early game where-as ghostface can get easy gen grabs or exposes right off the bat. With crouch add-ons (my favorite on ghostface for sure) you can also crouch at a lot of pallet loops for some mindgames no other killers can do. The tombstone add-ons provide 0 map pressure against a really good team and you will never reliably tombstone good players without full food stacks, which also takes a lot of time to build. Even then, once you take out the first player with it the others can hump lockers so you will need to get really good angles to be able to tombstone another. Ghostface also has a pretty disgusting unhook game, and unlimited exposes. I sometimes expose people just to scare them away while I go defend generators; myers cannot afford to do that.
That said, object does really screw over ghostface significantly more than myers and I would never play either killer without the crutch of spirit fury / enduring or play with your food (the superior option in my opinion, if you can get full stacks it ends chases so much faster than having to build up spirit fury and is not countered by early pallet throws). I also never take him against SWF groups because that is usually asking to get stomped.
So let talk about the crouch. There are plenty of loops where you can see the killer overhead to deny ghostface that advantage so its very situational how often you can use that trick. The crouch also slows you down whilst moving in it even with addons and his leather is way more louder then myers breathing. His stealth can be replicated with myers with monitor and dead rabbit which is merely an add on and a perk not a big ask which does not turn off except in chase. His early game might be slow at times but its more then made up for with his crazy snowball potential with a well timed tier 3.
Myers can 4 man slug way harder then most other killers meaning hes never really completely out of the game. Tomestone builds ie. Tombstone piece in terms of stalk is not that big of an ask if you continue to pressure and dont just mindlessly stalk. As for lockers, survivours need to get gens done and if there hoping in lockers that's eating up serious time and is giving you free hooks. Judiths tombstone is to be avoided but tombstone piece is actually quite reasonable espicially if your running a dying light build the obssesion rarely sees it coming.
Already I have described a variety of builds with strong strategies while ghostface is the same build and playstyle everygame. M1 killer with no varience in his kit minus some gimmicky crouch add ons and stalk enhancers. On loops he has no extended lunge or action speed increase which is significantly reliable then a crouch that works only on a limited number of loops if the survivour dosent just play it safe and hug the other sides or run away from the loop while your crouched on the ground unaware of them leaving.
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I have no idea what the helll your talking about. Already we have a variety of perk builds being run with killers. The obly reason killer run perks like spirit fury and enduring is to deal with bad map design. Ie blood lodge and most coldwind farm maps.
Honestly survivour has way more standardised perks adrenaline, ds, dead hard/balanced landing and bt. Rarely do i see a build deviate unless the survivour is memeing around. There are plenty of amazing survivour perks but people choose to play safe running standard high powered perks. Iron will, spine chill, prove thyself, streetwise and lithe are only a few fantastic options available.
If anything survivours need to look beyond extra health states and looping perks and look at other approaches to dbd. Killer builds can massively vary however killer builds are forced to be reactive. Using perks like bambozle to block badly designed windows
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@Luigifan64 said:
This is just a nerf to an already bad perk that puts you more in danger than it does help you; I’d rather it just stay as is.
This perk would be broken. Read it again and think how useful it would be you can see the killer on a loop and position yourself so you can maximise your looping you get awareness of a killers approach the minute they walk within 32 meters.
Its always been more advantageous. For the survivour to have vision then the killer. The only situation OoO would be bad is vs spirit and nurse otherwise you would have a huge advantage as survivour.
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They probably should however i would considering uping the slow to compensate for the change as this change could kick freddy back down into mid tier killer territory. Let not repeat the ghostface mistake.
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Play with high rank survivours = face killers of that rank its common sense. Bare in mind most killer lobby time were much worse then now due to the need of requiring 4 survivours and 1 killer in high ranks so i d rather keep the current system then have longer queue times.
For gods sake streamers regularly end up playing games on the side whilst waiting for a dbd game. Thats a disgrace. So no lets not mess with matchmaking unless we are sure we dont make early red rank killer queue times a hellish nightmare.
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Normal lunge its just his weapon dosent match the apperance of the attack. This is due to his finger knifes being smaller then a billy hammer or a trappers machete which better represents the max range of a killer. You could mess with the weapon to make it longer but that might make Freddy's finger knifes look more like claws which would hurt his representation as the dream demon we know and love.
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Trying to reason with certain survivours.
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Myer is superior to ghost face in every way. His tier 3 exposses all targets allowing him to snowball faster. His power cant be turned off and low tr builds are available to myers without having his ability. His tier 1 evades all tracking perks. His tier 3 has a longer range. He has addons that can straight up kill a survivour. He has faster action speed while tier 3 is active with a longer lunge. The red stain advantage can be used by just moonwalking or controlling your red glow.
Picking ghostface over myers is the same as picking leatherface over billy there both weaker killers with weakness thay there superiors don't suffer from and have gimmicks that don't work. The path to fixing these killers is riping away/reducing there weaknesses that there superior killers do not suffer from. Bubba shouldn't have as long of a slow pulling up his saw. Gf shouldnt have his stealth turn off and his power should instead reduce his stalk rate while being observed.
The gimmicks need to be strengthend starting with bubbas saw reseting his chainsaw attack with increased movement when it hits a survivour during that chainsaw attack with the ability to cease the action at any point.
Its good to use existing design flaws as a signifier on where to improve and as the saying go history repeats itself. They wanted to make myers like killer who was separate and unique from myers and end up making an inferior copy same as leatherface. They added gimmicks to there kits to try and compensate but played it to safe and increased the counterplay of the killer making them signficantly weaker then there predecessors.
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Freddy gets around the map faster which is massive. His power is significantly more reliable. Gf is garbage on big maps which there are many and are increasing in number with each new map added. His power can be turned off very easily. Has no anti loop tech beside red glow removal which you can do with any killer.
Even if you mark a target the survivour is alerted anyways so you have to get very close before popping your exposed effect. His cooldown is incredibly long on his ability.
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@JMFF_4TheGr8terGud said:
@JAWS_BDSM did you just complain about survivors letting you hit them??XD om killer really ask for everything now days honestly if you see ghost face it should instantly put him out of stalk mode because that ######### stalking is. if im stalking someone who knows im there, it isn't stalking just plane and simple
This reminds me of ye olde freddy posts. Dude freddy shouldnt be able to hit you until he puts you in the dream world thats how it works in the movies. First thing behaviour is doing is removing that mechanic to make an actually impactful killer because it was bad game design.
The concept of stalking dosent work on a myriad of maps blood lodge being one of the most obnoxious examples. Several gens and map setups makes gf stalk approaches limited and ultimately fruitless as survivours have a vision advantage with the large camera. Not to mention the fact ghostfaces power awares the survivour when they are exposed alerting them gf is close and coming.
I mean lets compare this with another double standard. Using you logic how do survivours heal each other or heal themselves without bandages or healing supplies? Gf stalking is underwhelming and is fundamentally bad game design as your handicaped by requiring a long time to stalk with an alert to the successfully stalked survivour and requiring this to be done by the side with less map vision. His power is denied by a survivour pointing there camera at you do you have any idea how frustrating and badly designed that is.
Even if he couldnt have his stealth broken he would still be a weaker myers. My suggested fix is his stealth breaks as normal but he can still stalk at a 50% reduced stalk rate. The game will give the survivour an audio cue to aware them when they are reducing the effectiveness of gf stalk.
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Track your pip rate on big maps vs small maps. Currently small maps ie mount ormund, temple etc tend to be around 38% win rate for me while mid range maps like ironworks, game etc tend to be 70% win rate. Bare in mind i will be slugging and optomising pushing kills under pressure so its not just me being a weaker killer. This would be around rank 4. Prefered m1 killers would be freddy, pig and myers.
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Crotus is fine imo its just the loop in the middle building that needs to be looked at. But temple, mount ormund and yamokas are the biggest offenders imo. The corn maps wouldnt be as much of a problem of the corn wasnt so obnoxiously tall which makes killers approaching gens a nightmare to track survivours. Red forest is big but i mever found it to be impossible to pressure or navigate unlike the previously mentioned maps.
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Slight bp increase for switching roles would be nice. It doesent need to be crazy either even a 20% bp increase would be enough.
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@Chaddad2169 said:
Now I see People say these "counters" to Spirit a lot. And I've gotta say they just aren't good enough "counters".
Spirit's footsteps: You can't tell hers and the survivors footsteps apart, also the chase music completely drowns out the sound of her footsteps.
Walking away: While this may be the one that works the most out of these counters it still isn't a proper counter, if she comes out of her phase and you walked, you wouldn't have made a lot of distance, also due to these crappy sounds due to the recent patch, you can hear walking survivors SO easily.
Git gud: Great counter btw
Now let's go over what Spirit can do to counter survivors
Collision: As soon as she connects with a survivor she has to let go of M2 and get a free hit.
If a survivor walks: You can still hear them easily and get a free hit
If you stand still: You are literally taking your hands off your mouse and keyboard and getting a free hit
Prayer Beads: We all know what this add on does.
I honestly think the only nerf she needs is that her phase should still be heard in the terror radius and that phase "mindgames" are exclusive to Prayer Beads. And now it's time for me to get overrun by the army of tilted killer mains.
Honestly im on board with making spirit lose her collision to add that element of counterplay. At this stage we should be able to control the volume settings so we can better control what we want to prioritise in terms of hearing. I'd recommend chase music slider then the regular in game volume. It would make mess up in volume settings changes with the chase music less problematic.
These two changes should give survivours enough counterplay also iron will run it. It help massively in the spirit matchup and considering her and nurse are the only killers you need to worry about just build around those two killers for now. I heard somewhere lightweight also reduces your footstep noises however i havent tested it.
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Killer can time a swing to hit the survivor at the end of the dead hard its tricky but its counterplay to a perk the literally gives you invincibility frames. I have faced survivours who can time the dead hard even at close range so there no excuse for it being weak. This perk gets a lot stronger as you start to optomise loops and using it early sometimes to get to a pallet isnt bad either.
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@YubelTheWitch said:
https://forum.deadbydaylight.com/en/discussion/comment/575641#Comment_575641
have you ever tried sloppy butcher and save the best for last? (in my case on legion) i don't need ruin even at high ranks
Legion red ranks sure.
A. Your killer is mobile so no he isn't the doctor traversing mount ormund or yamokas.
B. Its legion that killer is terrible. I don't buy for a second you can consistently win with legion in high ranks.
C. If you face survivours who spread out and do gens your screwed without ruin unless you have a crazy mobile killer.
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Stop using pallets vs burse i swear the number of time survivours give free hits trying to stun a nurse is atrocious. Break los and force prediction blinks. With nurse its a guessing game. If you double back as shes charging the second blink you can occupy her time.
You need to recognise what areas a nurse is disadvantaged ie structures corners and hang close to them. Iron will will help against both spirit and nurse. As it takes a tool of a killers tracking away.
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Agree with a lot of your points gatekeeper kicking could be abused tho. Maybe add gen regression points for how much progress a gen lost. Make chaser score award double points for instadown based attacks. While your at it fix plagues chaser her damage spit attack awards zero chaser. The decrease on healing done males no sense espicially if you look into the lore where the entity feeds on the survivours hope.
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I liked scott suggestion increase gen time and hook time. I dont know about you but holding m1 is more fun to me then spending more time in lobbies waiting for another game. Certain killers make this worse because they spend half the game setting up and end up losing sp hard i get no hook rescues or chases which can lead to a depip at reds.
Some killers need ruin others dont. If you have a mobile killer who can instadown or cover large distances effectively in chase you can function without ruin, otherwise you need ruin or get a favourable smaller map and play a near perfect game.
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Necessary evil. For killers it means at least you can run weaker killers for a little while. If you play well you will climb. You will get farmed and have some bad games with weaker survivours bur that could ne said of every competitve team game.
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Honestly i just let her wind up at base be stronger but keep the slow on first pulling the hatchet out. Landing mid range hits is impossible against solid survivours unless the hatchet is fully charged. However if you made achieving a full hatchet wind up more faster this would help espicially with all the debris added to maps in general for example consult new badham map changes.
Certain maps like haddonfield need to be fixed in general so any cjanges to huntress to help her on this map would likely break her on other maps.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/571008#Comment_571008
i think hag not better than billy
you can check hag player really draws traps
and decide to screaming pass!! and pass the current objects and run far as possible
than you remind 110% killer takes long time to follow you
i call it the fixing the bad habits
Hagmains dont chase they continue to trap and develop there web across the map. A good hag take tiem practice and skill. Unhooks become ridiclously hard and the minute you trip a trap she will be on you immediatly.
There are a lot of bad hag players since very few main or play her outside of dailys. Never ever be so arrogant as to assume simple tricks like triggering traps whilst she hooking will beat her. Lets not forget her basement game which is probably one of the best in the game.
Billy is easier to pick up and whilst his mastery focuses on curving saws he has a lot of loops where his power is unuseable and will force him into m1ing for the rest of the game.
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Is this bait? You know were seeing less billies in europe currently. Its very simple to beat the chainsaw killers. Force m1 hits and be sparing on pallet usage. Billy is massively overated. Id argue spirit nurse and hag are superior. Anyone who struggles with billy either dosent know how to optomise there loops or are pallet happy and end up burning most of the pallets on the map.
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Let me put it this way I have seen it as often as i have seen a legion player. So not at all.
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@BaroneMaximus said:
The point is, in my opinion, you should choose the character you want to play right b4 finding the match. So you will always have your character and you will always be free to play her without any copycat.
Queue time for claudette be absolutely insane.
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Players using the dpuble legion knife add osn will be punished report any exploiting this bug. Wake up nah man its fine, sprint burst exploit sure its cool np. Besides its giving survivours an advantage not killer why would we come down hard on that.
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But its not happening. You nerf her now whos left. Also its still create a fundamental exploitable weakness. It reminds me of the huntress lullaby problem. Where its to vulnerable to exploitation so they had to alter it to be non directional. No solution you suggest will make the spirits power have meaningful close range counterplay without basically making her an m1 killer at 4.4 ms speed.
Devs made no word or sugfestion towards slowing tje game down this request has been going on for at least 1 year and a half and nto once have they allided to increasing the time in game for killer. So no its not gonna work. Itsnot happening and maybe rather then nerfing spirit we take alook at bringing other killers to her level