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Zarathos

Zarathos

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Zarathos
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  • @prayer_survivor

    Wouldnt that nerf ds since killer definatly know you have it and wait out the 60 seconds. Sometimes if theres immense gen pressure on me I'l just risk it. That will never happen again if its baseline.

  • I like the variety of decisions here and hell two hooking people should be encouraged by survivours since it means everyone has a chance for the killer to mix up his targets and it reduces tunneling if you add a condition like the killer cant mori a survivour if one is already dead or sacrificed. It would ultimatly be ignored in favour of removing a target earlier but it would certainly add some tension to see a sign like a mori debuff hanging over every survivours head.

    Make no mistake with the no dead survivour rule this effect would promote suboptimum killer play but its as i said will encourage keeping survivours in the game for the chance to mori a player.

  • Last one standing survivour scoring event would be cool. I think survival as a whole needs an overhaul. Make escaping score 2500-3000 points but make it so you earn survival point in tandem with other scoring events. Healing, safe unhooks, compeleting gens. I understand the escape is like a jackpot but it encourages bad survivour play focusing on looking after themselves instead of staying active and focused on playing as a team. Make it possible to achieve the coveted perfect survivour game.

    Deathgarden is a good example of how to execute this granting you way more points for playing the game instead of just trying to wait out the timer.

  • Suprised no one mentioned the swf comm uav survivour effect. You can hug a powerful loop and feed information to your team on a killers approach throughout the map. If its stealth killer oh boy does it screw there strategy up. With practise you can recognise the distance a killer is and pinpoint there exact position on a map.

    Throw on a tank build with a bt teamate and you have very few weaknesses. OoO is fine if you dont let swf get access to it which at that point shutsdown nearly all killers . Its fix is very simple this perk should be disabled in swf. If i had the hardware i would love to demonstrate its power but unfortunatly i leave it here maybe the community can expose this perks problems. Expect some twitch swfs groups to be running this combo.

  • Dbd is the kind of game where as you climb you start to see one side grow stronger then the other. Killer in low ranks is definatly powerful but as survivours grow more efficient the number of effective tricks that work in your killer arsenal start to decrease due to survivour competence growing. The game should aim to balance around high tier play but be more generous to survivours points wise in power ranks to allow the sting of being crushed being lessened. Maybe survivour scorong categoies like last man standing or martyr would be a cool idea.

    The current issues now is that most killers are unplayable due to a large number of maps being too large making it so the killer has to cover more ground forcing exclusively mobile killers to be played in high ranks. Spirit, hag, billy and nurse all cross the map very fast due to there powers allowing them to cover large distances on most maps.

    If you struggle to believe this then i encourage you to push your rank as killer with some of the midtier killers and see how you do. Currently dbd needs to tone back map sizes and improve some of the weaker killers. Killer like nurse and billy need specific changes i.e. Omega/extra blink add ons need to have the range reduced or stronger consequnces. Billy simply needs a longer cooldown on a missed chainsaw hit. Not leatherface tantrum level or legion cd level but a reasonable cooldown to reduce the gap closed for billy when using the saw to catch up to survivours.

    There also needs to be some changes to existing survivour perk changes. Adrenaline needs to lose the health state or the ms bonus. MoM has to be way riskier punishing players who fail to prove there mettle instead of making it a low risk high reward perk. Noed needs to lose its ms bonus but retain the instadown so brute forcing loops with noed isnt possible unless the player outplays the survivour.

    I have ideas for mid tier killer changes but they would take a lot longer to explain. These ideas are a culmination of my experiances playing both sides to a high level and are imo the most imbalanced aspects of dbd. Moris and instas I wont go into too much detail but those changes are again more complicated to balance.

  • Fuses for the gates? Fuel for generators? Move a power cord to a gen? The options are endless. I dont think these changes should be applied on top of existing gen time as some suggested objectives above will be risky/time consuming.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/520143#Comment_520143

    I just never have trouble deal with even most toxic teams, but i'm very curious if they see the relationship between how they play and who they get.

    @noneofyourbusiness

    Cycle of vengeance. Someone set out to do something fun or horrible which left the enemy player feeling cheated and angry so they used powerful broken combos and act like toxic bellends to feel better about losing. Resulting in the new opposing opponet feeling a similar way so they did the same thing. Bad youtube and twitch personalities often escalate this sentiment by setting a pior example till you have a large amount of bad aittudes inspiring others to act similarly.

  • I dont but i inderstand why killers sometimes do it. The only exception is if i faced the same team again and again I'll dodge the team. Sometimes it not about the quantity of games its about the quality of games. If you wait 3 mins longer for a game but get a team or players with a different set up it can be way more refreshing to play against.

    Its often tempting if im playing a stealth killer since your approach can be given away by survivours communicating your approach. So usually I just switch my killer to someone who can compete i. e. Billy, nurse etc.

  • Some killers have weaknesses that once exploited make them extremely weak and underwhelming. I learned quickly huntresses lullaby on nearly any structure can create obnoxious loops. Plague might as well have no power since no one cleanses around her making her effectively apply no mither which sounds great until you realise m1 killers without any anti loop tech tend to be extremely weak. Freddy is freddy I dont need to explain why hes bad there an essay worth of poor game design there.

    Also the meta has pushed out most m1 killers because MoM has been introduced and the ptb change wont change much since most players run bt anyways. I don't make these assumptions lightly either survivours are smarter and builds are more optomised the devs need to take the tranning wheels off the survivour role and give the weaker killers a buff. NOT buffing billy or nurse just the weaker killers. Some of the weaker killers have blatantly obnoxious weaknesses that prevents them from seeing play.

  • @tstaruk said:

    If it was REALLY easy to counter then Killers would not use it and on some maps, finding the totem is not easy or there is a stack of traps or... or... or... or...

    It is a crutch to bad killers as there are a lot of good killers that refuse to use it... it is just a suggestion

    @tstaruk

    Oh so is zubatlel,monto,ohtofu,marth88 and scott jund bad killers. Get real, the reason ruin exists is complicated so I'm going to take this real slow for you. At the start of the game the map has max pallets in use, max players on gens and max item charges available. This means you are now as a killer immediately behind so ruin exists to prevent survivors from nailing out two gens at within the first 2 mins of the game before the first down. The less gens in play the more trouble you will have as killer and the less map pressure you can apply. A killer starting out with no map pressure and gens being immediately accessible makes it so games go very fast without ruin and gives survivors way too much of a head start.

    But since you say there are so many good killer players out there who play without ruin name em. I'd love to hear it. Lets see em try and win game without ruin as freddy,doctor and other weaker killers. Even stronger killers against co-ordinated teams need ruin to compete. Ruin should be standard in the game instead it takes up a perk slot and if you disagree with me take a mid tier or low tier killer to rank 1 see how far you get without ruin.

  • Seems like unnecesary counter to a terrible perk. I fully agree that the survivour should in some way should convey what exit gates are open but a counter to bloodwarden which already is a weak perk just seems unnecessarily mean spirited.

  • Buff the two strongest survivour perk in the game. Are you insane? Its fine to say killers stop tunneling but sometimes the claudi who unhooks ditches the saved survivours and refuses to take aggro. You should be punished for not playing as a team. If I'm playing survivour and im making a save i know i need to take aggro and muddy my allies tracks. If your doing a stealth build dont make saves leave it to player who will take aggro.

    You want a perk to stop tunneling instead of fixing the reasons thats causes it. Poor teamplay is what gets a player tunneled. Next time your ally ditches you after a save point your anger at the player who made no effort to buy you time or farmed you off the hook. These people shouldnt be getting a free pass for playing like scum.

    Thanks to bt i had a quentin farm me off hook 2 times in a row with the killer behind him and of course the spirit chased me since he just balanced landing out. He had bt so ya i got some distance but the spirit player didnt care all she wanted was a player out of the game. Post game chat after the piece of crap got hatch and the rest of the team died since he kept doing this i asked him why he did it. His answer sorry bruh need my wglf stacks. No it isnt the killers fault in this situation its the piece of crap quentin who decided to farm me off hook.

  • @applepie_1998 said:

    At least adrenaline rewards survivors for completing all gens. As a killer you should have prevented that. We don’t complain about NOED that rewards killers for failure...

    On top of that survivors only have 3 perks until adrenaline is activated. Again if killers do their job and prevent all gens from popping then survivors can’t take advantage of adrenaline.

    @applepie_1998

    Actually against competent survivours totems will be broken. Thus denying noed. However if the killer is applying pressure survivours will opt to rush gens and risk the noed. So noed has a means of removal adrenaline kicks in irregardless. Even if your hooked its save until your unhooked explain to me how this has the same amount of counterplay as noed.

    Both are perks that are blatantly too strong for there respective role and both need to be nerfed. Noed needs to lose its movement speed boost and adrenaline either needs to lose its health state or sprint burst. Also its wake up effect should be tied to wake up not adrenaline.

    Your also wrong survivours do complain about noed. All the time. They will be the same players who run adrenaline which is why players like myself if we feel a perk is too strong we wont use it unless we apply some kinda personal handicap to at least limit its power.

  • You need to understand the importance of using the correct terms as freely using a term devalues and undermines the problem. If a killer follows you around or just downs you and waits out egf its not permanent it passes after 3-4 mins. Hilding the game hostage means you can't end the game die to a player make it impossible for the other side.

    I can't claim survivours are holding the game hostage if there tea bagging at the gate since i know that in 2 or 3 mins time they will leave or die.

    I can attempt to force them out but if they want to hide or go get more points doing chases or cleasing totems i can't change the game because im having a bad time. As it will negatively impact survivour play and hurt there ability to rank up.

    The emblem system is designed in a way that as killer or survivours you need to earn points so choosing to end the game as killer is unfair for survivour. That's why you cant as killer open the gates at the start.

    Holding the game hostage i have had been through and no waiting 3 - 4 mins wasnt my problem. When i was hiding from a clown he spotted me and blocked me into a corner and refused to let me leave and made me wait 15 mins just chucking bottles and i wasnt even going to bleed out either. Eventually i had to quit the game since he wouldnt move. That is taking the game hostage comparing that to a kiler following you and making you wait 4 mins for egf to kill you is nothing in comparison.

    I cant stand people who undermine rule breaking by comparing there slightly longer game to a 30 15 min+ game of being trapped in a corner with no way to interact and being forced to leave sacrificing earned bp up until that point because some killer wanted to be a jerk.

  • To those saying iron maiden counters locker hiding i want to remind you the killer lost a perk slot to do this. Now as survivour having a strong base kit is the norm but for killer losing a perk slot is massive.

    Espicially since 90% of killers need ruin or noed vs your average high rank survivour so effectively having bbq guarranteed means nothing. Hell even if they bbq you just hug obnoxious loops crotus prenn myers house etc and the killer will back off. Count to 4 seconds moving forward a direction after someones hooked then immediately turn around.

    If infectious fright is your problem they arent going to be hooking they are going to be slugging. Infectious fright is a slugging perk.

    Even then calm spirit counters infectious fright so if your really stealth centered just run all of the stealth perks if killer detection perks frustrate you so much.

  • Bbq is good on highly mobile killers. So spirit, billy and nurse. Everyone else is better off running discordance, nurses or a chase perk.

    The reason it occurs frequently is down to the bp bonus. That is the only reason i dont run discordance or nurses on the remaining killer cast.

    To counter it get in range or use a locker. Make sure to stay in a locker until 4 seconds have elapsed or alternatively run distortion to mess with bbq.

    If your really far away a killer has to guess where your going to move so for 4 seconds run a direction after someones hooked if you cant find a locker or arent close enough. Then move the opposite direction to throw off the killers tracking.

    Bbq can also be weaponised aganist the killer. However if you ignore its existence and give free chases then thats not bbq being broken its you playing into the perk. Some stuff like omega blink nurse, gives you no chance but thats a problem with nurse add ons not bbq.

    Bbq is honestly a handicap more then a crutch on killers with low mobility as there are so many better perks but because dbds perk and leveling system is a grind people will run bbq irregardless.

  • So the opposite to what survivours used to do when killers were playing poorly. I. E hanging around cleansing totems and saboing hooks. Even tho the gates were open and everyone was safe.

    Holding the game hostage is a serious accusation and it involves the killer blocking you fron leaving an area for a lenfth of time that is significantly longer then just a mere two minutes.

    If anything your getting more boldness and chaser emblem. Just force the killer to make a move by seraching chests for keys so if he dosent down you you can get out via hatch.

  • @mcNuggets said:

    https://forum.deadbydaylight.com/en/discussion/comment/491762#Comment_491762

    Result:

    Survivors gen rush you and the game is over.

    Nobody cleanses themselves in rank 1. They all just rush the gens, they only cleanse if someone's getting hooked.

    @mcNuggets

    I agree she is vulnerable to gen rush since her plague has no effect on gen speed but if you make hook saves difficult by patrolling a small bit you can punish heavily any survivours who dont cleanse and go for the save.

    Having M&A helps massively when using this style of play. Often i find once you start snowballing players will cleanse and then your in position to stomp the rest of the survivours.

    In ways she reminds me of myers where getting your purge becomes less frequent as you climb the ranks so making it count is super important. Slugging with the plague also helps a lot.

    Always be looking to snowball with the plague. Multiple downs with a one or two slugs to slow the game down. Shes not billy, spirit or nurse level good but like myers has her power spikes that can make her extremely dangerous.

  • Spread the sickness dont commit too long to a chase. If they feel forced to give you corrupt purge you can snowball superhard. If they deny you purge then simply play loops as you would a 115% killer. Its a lose, lose situation for survivours.

  • This issues is a game wide one. Moris, instas, some toolbox combinations. Add on combos and some perk builds dramatically break the balance of a game.

    Moris have counterplay but are very powerful straight up denying multiple hook deaths and accelerating the death of a survivours without fufilling any conditions minus hooking.

    I recomend reworking them so on death hook you can mori x survivours dependant on rarity. With the pink mori allowing you to mori the last survivour regardless of being hooked or not.

    This should come in conjunction with a nerf to instas so the instas are also addressed as hitting moris is only is way too one sided.

    Insta changes should make it so the survivour hit with an insta is given a bleed out effect that makes it so the survivour has to heal before a set period of time similar to old bt this means instas can be used to allow survivour more time to reach an exit or allow you to get someone up fast if the killer is slugging.

    The difference in rarity can be distinguished by having the styptic allow you to apply the bleed out effect vefore being hit. Immediatly after getting hit the survivour suffer bleed out and has a certain period of time to heal before they are downed to bleed out.

    A syringe will immediatly pick up a survivour off the ground with the injured health state but they will be suffering from the bleed out effect.

    This makes it so the health state is temporary but potentially will give a survivour a chance to reach a gate or just keep the killer busy long enough that more gens can be done.

  • 4k to get an adept for killer. Seems reasonable tbh your often using suboptimum perks down one perk and the survivour equivalent is simply just escaping. Not to mention the emblem system operating poorly.

    For example I got 70% of my plague hits with my power corrupt purge had irridescent with every emblem but my chaser was literally nothing. My proximity to hook was 2% btw.

  • @SlinkyJinky said:

    https://forum.deadbydaylight.com/en/discussion/comment/482828#Comment_482828

    @Zarathos Upvote for you <3

    That's what I'm worried about. MoM's entire mechanics being built around an incredibly unreliable hit identification tool takes all the power out of your hands and puts it into the devs which I am incredibly anxious about.

    @SlinkyJinky

    I understand the fear. Honestly the perk is called mettle of man. Shouldnt the perk challenge your mettle. Why not make it so the perk procs when your fully healed the first time so m2 killer hits dont negate it.

    But make the perk riskier by applying an exposed effect on you for x seconds. If you survive the x seconds without being downed you have proven your mettle you recieve mettle of man.

    Some might argue that will make the perk too weak but it wont if you are decent looper and activate the exposed timer at a good loop or play in an optimum manner. Even then you can always sneak out once the aura reveal has elapsed.

    Of course it will be one use mettle and the expose effect will only come up once.

  • Protection is kinda messed up atm since you have to be on top of an ally which is awkward. So you can gain the protection score event a little easier to achieve.

    Fix this and MoM will encourage more riskier play. By trading hits to alleviate pressure off of injured survivours. As the reward of tanking a future hit will be well desired.

    The current existing perk is basically a free health state since unless the killer tunnel or camps it will proc unless 1 or two killer can hit you multiple times with there power. Which as many have said only nerfs the wealer killers.

    MoM reminds me too much of ds where the perk encourages killers to play in a optomised/ scummy manner to prevent it or mitigate its impact.

    Tunneling and camping to prevent it from procing if your playing 60 to 70% of current existing killers.

    But go on I want other survivours in favour of current MoM to explain to me how an additional health state is balanced. Because if the logic operates in anyway like old ds your fundamentally wrong. That why it was changed.

  • Which is why I'm suggesting a negative that goes beyond giving your location away. It really wont matter if your location is given away since you likely have a very strong loop close by or as mandy has said you can heal to 99%.

    Its a free health state that procs on instadowns and hatchet hits. Why is the cost so cheap. The duration for your aura reveal isnt long either.

    The problem with perks like these is it creates a greater timesink hunting and chasing survivours without giving killers a way to deny it.

    For instance noed has totem destruction pre activation or post activation. Adrenaline while hard to deny can be prevented and encourages survivours to play in to a 4 man slugging.

    You really dont grasp the power of an extra health state if you think it can be mitigated by a minor aura reveal. I suggested exposed effect because it now adds a risk for its massive reward.

    But it appears others arent confident enough to earn the perks advantages. MoM needs a meaningfull change. Deep wounds has no impact either as the condition only grants the killer more time it posses no danger to the survivour.

    MoM needs a bigger threat to compensate for its power but not one of you is suggesting a change. Minus the deep wounds which again is not a threat to the survivour.

  • Alternatively make it so his saw has a longer duration that resets the sprint duration if you hit a survivour.

    Now that will make actually multi hitting possible.

  • He requires good add ons to be able to nail multiple survivours with his ff across the map. I wish his second strike in ff applied something like hindered so i would have a reason to attack with legion again after applying deep wounds.

    But going against him you want to heal and loop as per usual. Legions can play the attrition game and keep everyone busy so be efficient with your time never give free ff hits.

    Hes an m1 killer who has an easier first hit with some delay built int to his kit nothing complicated.

  • Better idea sacrifice bar moves faster if more then one survivor is close to the hooked player for a long period of time. This would finally teach survivors to do a gen if the killers is camping the ######### out of a survivor. Im sick of playing with morons who wont just do a gen with me when the killer is facecamping the poor soul who's hanging on to buy us time to get gens done.

    in N/A Comment by Zarathos
  • OoO seems solid as a perk if your an amazing looper. Otherwise the perk is very tricky to use and learn how to use.

    It also tends to open the door to being hard tunneled if the killer suspects your in an swf. Taking the uav survivour offline is paramount if your a stealth killer.

    Personally i believe this perk should be disabled if players want to swf as having a survivour hang by a powerfil loop feeding info on your position via comms is a step way to far.

  • Since no one seems to fully grasp this ill remind you all. Ruin make survivours get zero gen bonus progression from hitting greats. That is actually insanely powerful.

    Doing the math on gens. It requires 80 seconds to finish a gen. 5% bonus progression awarded per successful great. This means for each great survivours hit they take 4 seconds off the required time to complete the gen.

    Bare in mind toolboxes increase the frequency of skill checks which means ruin also negate frequent toolbox great skill check progression thus dramtically reducing progression.

    Compare that with thatnatophobia and other perks and pop goes the weasel and you will see mathematicaly ruin is undeniably the best stall perk in the game.

    As killer ruin is the best stall perk because your role as killer is to snowball and reduce survivour defenses thus halting progression.

    Other stall perks have no opening game effects so by not equiping ruin your likely relinquishing at least 2 gens worth of progress in the opening chase. Due to the map having max pallets in play and all other stall perks requiring set up or awkward conditions.

    The only immediate early game stall is corrupt intervention which i admit is very good with trap killers who want survivours moving towards trapped areas.

    However ruin is the superior option for general killer gameplay. Next time you start thinking ruin is crap imagine the gen your next to having 8 additional seconds of time put in and ask yourself would that have made a difference.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/475372#Comment_475372

    @Zarathos

    you completely missed my point once you said "Person opens the door".

    also, how tf would bloodwarden trigger with the gates at 99%?

    the only valid counter argument to my suggestion would be, that the killer opens the door himself, which just means you gotta hurry and leave. obviously, when 99%ing a gate you do NOT open it and instead onetap it once everyone is save.

    @Mister_xD

    Blood warden was changed so upon opening the door and triggering the collapse it activates so survivors couldn't be blocked from leaving in the middle of EGC an understandable mistake considering this change was recent. The idea i had in mind was the killer was on someone and you saw the survivor coming and open the door so they could get out only to find both of you staring at the blocked gate.

    Second point was addressing other people my apologies if you thought I was picking on you.

  • @LCGaster

    An additional opening objective would certainly help but they tested this with the vials and it kinda went poorly.

    This is largely because some killers are strong enough to compete currently so an additional objective would make them too powerful. Billy and nurse spring to mind.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/475185#Comment_475185

    It's about the only counter to dream world after the gens are done, you cannot use gens anymore and finding someone injured to heal is not reliable as a solo. Freddy will often have everyone asleep for endgame, wait for noed to trigger (cause 99% of them use it), and then just slug away, without threat of adrenaline this would happen every time. I've opened gates while in dream world with remember me, and it takes forever.

    @darktrix

    Cough cough it take up a perk slot you play with 3 perks for the rest of the game. You can counter it with small game.

    As for dream world its freddy how do you struggle with freddy of all killers he has zero anti loop. The killers a joke. The brief moment hes actually strong you want to take that away from him with adrenaline.

    It would be ok if it didnt come on top of escaping via self care and gaining a health state and a sprint burst. Besides the problem you have is with noed not freddy.

    Which I agree is s nonesense perk but when you stop and think about it noed and adrenaline are very similar in terms of power.

  • @LCGaster said:

    The last few killers are very weak, and Ghostface looks very weak as well.

    I just wish they weren't afraid of making a new killer to be viable at high ranks.

    (I mean, if you have the skill you can use any killer at rank 1, but the top killers are the ones you'll see the most at high ranks, and it gets boring after a while)

    @LCGaster

    The problem is a lack of early game slow down. 4 hands on a gen at the start of the game requires killers to carry very unbalanced kits to compete with a start where an optomised team can bang out gens very fast.

    Design space for killers is limited to snowballing hard and fast. Continously applying map pressure and building momemtum as killer which will halt progression.

    Delay tactics and killers that deviate from this playstyle are not playable in higher ranks against the cream of the crop survivours.

    However if we trimmed back the power of some of the high tier killers and put a slow down period at the start of the game we could potentially open the door for some of the other killers who set up takes too long or killers who want to apply stall effects.

    Ultimately i talking about a meta shift that demands a lot of changes so its unlikely to happen until then design space for killer is going to be a nightmare to navigate.

  • So lets get something straight about ruin. At the start of a trial you as a killer are behind the map is at max pallet amount and you need pressure immediatly.

    Ruin at worst reduces all great skill check progress to 0% from what 3% to 5% per great skill check on a gen. If they misss the odd skill check you get a decent regression bonus and briefly stuned gen progress.

    This requires no killer interaction meaning a weak opening chase isnt going to cost you 3 gens. Ruin can be destroyed which indeed suck but it also makes it an asset. It can bait survivours there giving you an immediate chase.

    Ruin is a baseline perk that ensures games dont end fast early on if you mess up no other perk for killer does this. Four hands on gens start of the game your one killer who has limited slow down.

    RUIN IS MANADATORY. Otherwise you risk losing the game with a weak start.

  • In terms of mechanics its for the best killers need to continue to evolve to become more lethal. This is important fir differentiating the killer and survivour experiance.

    Design wise i prefer the supernatural killer variants most of recent killers has been more human. Plague, legion, clown and soon to be added ghostface.

    I prefer designs like wraith, spirit and hag. The less human the better although i will admit myers is still probably the scariest thing about dbd and hes just a dude with a mask and a jumpsuit.

  • @Mister_xD said:

    99% the gate.

    thank me later

    @Mister_xD

    Survivours get to the door. Person opens the door. Blood warden triggers. Oops. Its obviously unlikely since blood warden is kinda crap but i never 99% doors because that perk exists.

    Eventually as survivour you gotta surrender the kill you had more then two minutes to organise the escape if you mess up then ditch the person and leave. This is a horror game no good deed goes unpunished.

  • @OMagic_ManO said:

    A killer is as good as you are, no changing that, I find Freddy to be much more effective for me than Plague, I like Freddy despite the backlash on him.

    @ShrekIsHot

    That is factually inaccurate. If i give you a toolbox of rusted tools vs quality tools the quality of the output will change dependant on which one you choose to use.

    This is basics of life input informs output the process can only do so much. Cooking starts at the supermarket with your ingredients. You should understand my comparisons now.

  • If i dont perform well due to my own failures it will annoy me but if i cant succed due to some survivour or killer setup that can frustrate me. Some maps can render some killers unplayable haddonfield with huntress against savvy survivours for example. Or mint rag hag with a basement build basically means i have one live and the minute i hit basement its pretty much gg.

    Some killers like huntress skill celling can make hitting great long shots turn the entire enjoyment of the game around. Same goes for bming killers and survivours its fien to have a thick skin but it can be annoying when your opponet is bent on being as disrespectful possible.

    I get the tactics behind that aittude but i still think its pretty scummy. In the end were all competeing to win dont make the community worse by provoking other players to play in an unfair mean manner.

  • She is bad for one big reason. Her chaser is god awful. Which considering how demanding the pip system is that means you can 4k and still recieve a safety only.

    Her corrupt purge dosent count towards chaser and her hit total will be low due to how she only really strikes a survivour once. Each killer needs to have the chaser emblem tailored to there playstyle. But thats another discussion.

  • Make MoM a riskier perk. So you have to truly earn it. Once a survivour is healed whislt carrying mettle of man there aura is revealed as normal but now that survivour is afflicted with the exposed effect.

    Until a set period of time that survivour can be instadowned. If you manage to survive until the timer elapses you will lose exposed and gain mettle of man. However if you failed to not get downed then the perk will turn off.

    The perk is now challenging you to prove your mettle. If you fail you lose a perk slot however if you succeed then you are afforded one extra health state that triggers regardless of whther the killer hit you with a hatchet or are instadowned.

  • The rank system is designed to separate the ultra competitve from the modestly competitive. Dont fight to rank up its not worth the hassle it brings. Top ranks are for player who want to play with a small limited number of killers.

    For survivour its running the best equipment and builds facing the same killer players and killers all the time. Paraphrasing words of hatch king monto "billy and nurses nothing but billy and nurse give me something else."

  • One simple nerf to Adrenaline its not big but please take the wake up effect off. Its kinda messed up how this perk hurts freddy more then it should.

    It can keep its nonesense healing and speed boost (i admit it has its risks taking up a perk slot and the perk can promote survivours playing into a 4/3 man slug but the wake up is just throwing salt in the wound of an already weak killer.

  • @LastShoe said:

    Map The Game... If killer is playing as the nurse with nurses calling you are pretty much dead.

    @LastShoe

    Lots of avenues to deny nurse los. Using dead hard or balanced landing massively helps as well but thats standard anti nurse tech. I have distracted many a rank 6-4 nurse on the game for at least two gens.

    Beyond that it doesent matter the map nurse will stomp you if its being played by the best nurse players.

  • I wouldnt be against MoM and noed recieving nerfs. In noeds case remove the ms increase but retain the instadown. The difference in tiers can be number of living survivours affected. 2/3/4

    MoM i have an idea to make you earn your health state. Make the survivour exposed after being healed and there aura reveals there position until a certain time elapse the survivour will be instadowned and lose mettle if they are downed but if you prove your mettle and hold out until the time elapses you get an extra health state that works against all downing hits.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/458125#Comment_458125

    Killers also love to abuse maps like Lerys and Gideon Meat Plant. Good luck finding ruin there or even gens placement sometimes. Most horrible place for doors esp on Lerys where there are not pallets close to the door and until you hear the terror radius the killer is already too close to run away. My favourite maps offerings when I play a killer. It is just so easy to win there. My favourite build/killer there is the low terror radius doc /somethling like the Mirror Myers/.

    @Haku

    Gideon meat plant is one of the most pallet happy maps in the game. This was done to compensate for how easily a killer can get the drop on you. With balanced landing gideon meat plant is a nightnare map for killers and knowledgeable survivours can take you for very long loops.

    Not only that but it has a powerful 4 pallet loop up at the tv areas. Some killers like max tr doctor and stealth based killers can have some impact but a standard killer will struggle if the survivours are good.

    Its no longer as one sided as haddonfield which limitis counter rotation.

  • Dream transition cancels any action and prevent survivours from interacting with gens totems or objectives. The survivour can vault and drop pallets as normal.

    Make escape from dream realm only possible via gens and other awake survivours. Freddy becomes real and is able to attack survivours once exit gates are powered.

    Simple fixes that would make current freddy viable.

  • Legion is almost there but his cooldown needs to be fixed it is too long. Reduce it at base and leave cooldown add ons as is survivour will still be able to vault or drop a pallet before he can get a hit. This just makes it so you can cover distance better so hes at least at billy level in terms of catch up.

    When legion lands his second hit in ff at base he should apply hindered. This would make legion second strike an actual threat and make looping him harder.

    Finally fix his pins to be longer if im using and add on slot i expect more then a 60 second debuff that is too low for hit and run killers like legion the pay off should be bigger.

    Legion is as i said almost there but now is the time to lay off the nerfs and biff him to solidfy his position as a threatening killer.

  • Its one of the most fun perks in the game. it can even work with doc using his ninja build. Its a perk you often using with killers who have built in anti loop or are hit and run.

  • So obviously theres nurse who can hit there obssesion and then blink back to a gen to try and get a grab.

    Alternatively theres a fun (not competitive) freddy build ive been using. Basically you sleep all survivours run dress add ons to make escape hard.

    Hit obssesion and creep up on other targets. Run this in conjunction with M&A so you have vision on surviours this will allow you to spread out dmg and sneak up on people since others won't see you coming if you move in at the right angle.

    Its not easy since you have no anti loop so if your weak on your basic m1 chase mechanics and use perks to make up for that you will struggle.

    I recomend M&A, sloopy butcher, ruin and dark devotion. Because your freddy you can keep tabs on your obssesion if you can keep them in dream realm so the perk can see a lot of use.

    In motion its a scratch mirror myers with a 115% killer ms. With a rather tricky set up process. This is a fun solid build its not spirit fury and enduring but it allows you to take advantage of freddys power so its worth trying.

  • You could add an additional perk option post level 50 if you have X number of teachables unlocked as well.

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