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Zarathos

Zarathos

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Zarathos
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  • @GrootDude said:

    @Zarathos I got a in-game news thing saying it was bannable.

    Thx for the heads up must have missed it.

  • Quick question why was ds left as is for two years in a broken state instead of being nerfed to uselessness immediatly wjen it became a problem? Yet legion is instantly getting gutted after a few months on? Worst part is ds rework actually worked out and to this day is reducing the immediate rehooking after getting farmed. You dont even need it equiped killers are so frightenend to deal with it.

    Its such crap how killers like freddy and legion get nerfed to unplayability but survivour perks are allowed to remain broken until a proper rework comes along that fixes the perk. Sure the legion change might be reverted but based off of history ie freddy i expect them to keep the changes and legion will likely be left to rot like freddy for 2 years.

    Anyone with a brain knows that legion has no power beyond getting maybe an easier first hit. He is a belless wraith, a trapless trapper and 115 ms is only a basic advantage. Give his power a bambozle like effect and give him collision so if you try to block a pallet or window survivours don't just vault though you. He has lost 75% of his tools and exchange got an ms increase that is not enough to make him viable not competitve just viable.

  • I know its utter crap to face but at least let players know which add ons are banned so someone dosent end up running them by accident. Its a favoured build for legions players too for leaving players vulnerable for longer periods of time.

  • For the last tine no survivour worth there salt groups together against legion. Its basics to split up and you are gonna chain maybe 2 hits if your lucky and thats usually near 2 or 3 gen mark. Delay tactics dont work if they did doctor and freddy would be tier 1 killers. Note how the most powerful killers all have anti loop tech and are mobile legion has mobility which will help a lot but his lack of anti loop is inexcuably poor game design. Give him collision on pallets and windows so he at least has some basic wraith blocking capabilites.

    Say it with me boys and girls delay tactics are utter useless crap a lethal power that helps in the chase and shortcuts a down with instadown potential is the makings of a good killer. Untill a meta shift occurs killers like legion, doctor and freddy will be low tier. If behaviour was to extend the length of the game or add more powerful delay mechanics in regards to gens then maybe we would see the power of these killers.

    But by all mean go on challenge my viewpoint with how your legion or doctor is better then hillbilly.

  • Legions moonwalking had to go. I 100% agree but being unable to down with his power is utter crap. They already reduced his ms to allow survivour more leeway to not get hit.

    On top of that he has no anti loop whatsoever. A mechanic needed to be added to legion when you rip out half of his tools. Make no mistake the chase legion gameplay needed to be removed but downing with his power is relatively harmless considering the large amount time required to score that down.

    Zero effort was put into this rework no additions only subtractions. He got freddied. Behaviour did so well with the ds changes and many perk improvements im ashamed of this half ass rework. I can not in good conscious recomend a killer dlc if this is the aittude they take to resolving a problematic killer or survivour perk and i hope they dont think this will suffice.

    Legions power should be based around body blocking pallets to compensate for his loss of ff downing. Rework add ons to include mangled to compensate for add ons ceasing to work. Add ons that increase action speed when vaulting objects. These are just a few ideas but the ms increase will not suffice.

  • @Kurisataru said:

    https://forum.deadbydaylight.com/en/discussion/comment/415011#Comment_415011

    @Tru3Lemon Her humming is wider than her terror radius, that's why.

    I agreed with it needing to minimize at first. But then I remembered that she would be way too close before someone can react if that were the case. I think however there should be a rare add on that gives people the ability to minimize her humming distance to as low as her terror radius incase they are learning with huntress or just find it easier for them personally. Personally I just make up for this crap by NEVER unequipping Whispers from my huntress.

    This dosent circumvent long building loops. The best example of why huntress lullaby needs to lose its directional aspect is haddonfield. If you hear the huntress coming deliberatly leave scratch marks and start sprinting around a building. Listen closely for the huntress lullaby and if it weakens go back the way you came as shes likely trying to counter rotate if not giving up on the chase. Rinse and repeat until then huntress resorts to hard camping an unlucky survivour who isnt savy enough to cope this tactic.

    If it was a tr at least you would have to figure out the angle of the incoming killer instead of having the luallaby telling you hey im coming this way.

  • Well if you listen to any popular survivour streamer a lack of diversity is killing there interest in the role. So they want other killers to play against. However a large amount of killers are built to be "fun" and not meant to be competitive. Which means currently only about 3 killers are really capable of facing high rank survivours.

    Of course there will be exceptions where a really good player is styling on other high rank survivours with a crap killer purely because they make no mistakes and get lucky with a map. But as said they are not the average game for that killer.

  • @TRGraybles said:

    There are instances where for some weird reason the scratch marks just stop for a few meters while I can see the survivor never quit sprinting so, there might be an issue. It doesn't happen a lot (for me) but it does happen from time to time.

    Thats a survivour tactic. Controlling your scratch marks after turning a corner slow down a small bit and begin sprinting around the corner to get you some distance. As for blood i find some forest maps can make it tricky to spot.

  • Requirements to be a popular killer.

    Mobility = low

    Gen slow down = low

    Lethality = medium

    Snowball potential = low

    Chase game = high

    Meme potential = medium.

    Average killer overall so people pass on playing him over superior more impactful killlers. If im being honest he had a better chance if the guy could actually get around the map faster which is usually the hallmark of a good killer.

    I put priority on mobility mostly due to behaviours obssesive desire to make giant maps, making low mobility killers even worse. Consult temple of puragation, ormunds and yamooas Estate for further reference.

  • I don't know if you guys know this but huntress has a DIRECTIONAL LULLABY. That is 48 meters long. With a good headset as survivour you can pinpoint her location and provided she can't get into chase with you and can circle buildings and structures to deny her 4.4 ms ass chase. Also she creates an audio queue when chucking hatchets that unless charged allows survivours to juke hatchets espicially at long ranges.

    As for plague her low bp gain is a huge reason why many dont play her and in a game like dbd where the grind is real that is inexcusably bad. Her power allows for faster healing via fountains. And just vaguely moving left and right can deny a moderate amount of vomit even at close range. She avoids some of huntresses core problems that can make her weak against survivours who deny chase activation and can abuse her lullaby to loop her for an absurd length of time.

    As for leatherface. His power is awkward and janky and in need of some tunning to be less reliant on add ons but at the very least healing functions as normal. No lullaby and his defense is the best in the game. He is a default killer but sometime the extra trimmings a killer has can be more detrimental then just m1ing down survivours with some basic mindgames.

    I know im stressing the lullaby thing but if you played as a huntress on Haddonfield or the game you would know exactly what im talking about.

  • Some killers can go afk and prevent all players from safetying by not chasing anyone or playing at all. I ve had an increase on ragequiting killers too more so this patch then any other patch. This systems needs to stipulate guarranted safties if you escape to prevent this.

  • @GrootDude said:

    @Zarathos nope a lot of different killers.

    @TreemanXD

    Are what harder or easier to pip with. I mean obviously some killers are harder by virtue of just being weak in general.

  • @GrootDude said:

    @NuclearBurrito I’m stuck in the purple ranks and I’m not even a good killer.

    Legion? Certain killers have an easier time piping for instance legions chaser and brutality is usually always high since the way legion functions. Meanwhile trapper gets awarded significantly lower points for getting trap hooks and his gatekeeper tends to suffer since he needs setup. Not all killers are easy to rank up with.

  • So common game strategy in pretty much all games is to put your opponet on tilt. This is scummy imo but it does often get results making killers focus on chasing your looper who has a route set up. In some cases the killer will miss lunges or mess up there power due to frustration.

    If your a good survivour this strat isn't for you. However if you want to increase your odds of winning without worrying about your opponet pulling clever tricks or playing at there best this crutch strategy should prop you up.

  • @Grim said:

    The water tower also comes to mind on Macmillan maps.

    Just make it so you can't discern the direction of the humming and it'd be fine.

    Agreed I forgot to mention on lerys how some survivors end up forcing you to hold w since any attempts at counter rotation will end in disaster.

  • This discussion could be applied to both sides. I'm sick of survivors and killers bitching out in DBD. Eat your L and move on. I get it some maps survivors and killers leave little room to win don't act like children and dc when they know there going to lose. Before anyone says anything about the bug yes a survivor can end up randomly dcing however if you hear an auditory noise that is likely a normal survivor dcing.

  • Bubba always feels a little naked on the power front. His kit is so one dimensional its kinda frustrating. It would be interesting if he had some knockout effect with his mallets not the perk but basically bubba apply a empowered mallet strike with extra properties depending on add ons equiped. At base it would apply a gen repair debuff.

    From a lore perspective the mallet strike deals a heavy blow that makes it difficult for survivours to concentrate. This could be stacked with begrimed chains as well. It sould give bubba some slow down which he badly needs since hes lacking map pressure. Ofc the slowdown on his saw needs to be looked at as the current saw is way to add on dependant.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/397881#Comment_397881

    @Zarathos console players like myself tested them as they were in our kyf.

    Did you give feedback? Was the sample of players testing the perks large enough. I have serious concerns we might be adding some unstable perks that could massively mess up the balance or well be getting some absolute garbage perks on par with original survelance.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/397807#Comment_397807

    You dont just add something over night. You cannot simply say "We put this in, now they need to do that". There are many things that need to be balanced around that. I mean, if you would put in an extra Objective which would double the time Survivors need to do their Objective (as an example), you would still need to check how this impacts the game as a whole, regarding Killers, Items, Add-Ons and so on...

    Did they test ashs perks in a ptb? No we just going to fire in a bunch of untested perks. Seems like double standards to me. And before you say perks is differwnt from adding objectives both have massive capabilities to change the game.

    Also they have been testing other objectives. The hallowed blight flowers. The lanterns. All of those mechanics could easily be transfered to the game. Lanterns are fuses. Blight flowers are essential gen parts? The list goes on. I will say if were adding objectives it has to coincide with nerfs to billy and nurse. Specifically billys fast saw and nurses omega blink distance and multiple blinks.

  • @[Deleted User] said:

    very few perks are useless, most just need a bit more out of the box strategising

    I know you said very few are useless but situational perks are not optimum. At this stage perks and bloodwebs should include 3 perks per web if you have gotten at least 3 full pages worth of teachables unlocked. This alongside ruin being a staple for most killers on account of making it so you have slighlty more time for errors you make whilst learning the killer just makes future addtions more frustrating.

  • @BigBlackMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/393023#Comment_393023

    From: http://www.deadbydaylight.com/en

    WHAT’S DEAD BY DAYLIGHT

    Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.

    Know what i don't see in that description? the word 'team'. But i do see 'savage killer' and 'escape' and 'avoid being caught or killed'

    Avoid being caught or killed is the win condition in your statement. However merely escaping is not enough to pip. The actual win condition. Same goes for killer you can wipe a team at the start but you still will only safety pip if its too fast.

    There are merits to drawing out the game but survivours pipping is dependant of excellent play in all categories and red ranks has the bar so high up many excellent players are just stuck at rank 4. A killer who dcs can de pip you as well imagine that.

    You should be able to pip without relying on all categories and forcing survivours to compete messes with team play which is at the core of winning a game of dbd as survivour. Its fine to argue the genre constraints of horror and how teamplay is often absent but in gaming espicially dbd there is no room to be a lone wolf screw your teamates focus on your success mentality.

    Allow a player to get additional points past the existing emblems so even if you are chased all game ypu can still pip if you play well. Tone the rank requirements down by a bar or two.

  • DS IS NOT MEANT TO GIVE YOU AN EXTRA HOOK.

    We clear about this? Its meant to punish tunneling and give you a chance. Enduring actually countering it is intended as opposed to just mitigating the damage.

    Once you scratch the higher tiers of play you'll see survivour as a role has more then enough chances to win the game without this perk. The excpetion will always be killlers who play well with top tier killers. But bare in mind the skill required to perform well as killer surpasses survivour.

    No longer does it alert the killer that its in play and the mechanic of dribbling is gone so of course its gonna get more counters and have its power pull back. The perk was broken and now that its nerfed to have counters and can be avoided its overall healthier for the community.

    Remeber original ds in higher tier play enforces tunneling by incentivising the killer to avoid the obssesion and hunt other survivours meaning a lot of survivours were screwed just because the person who unhooked them was the obssesion.

  • So ya same problem as pig she gets significantly less bp then the average killer. They buffed her bp gain but even now its still not enough to encourage playing her. Well irregardless i have other killers that reward me better for effort invested in learning them.

  • The chaser emblem is a trapper problem and an instadown killers problem. If you trap a target it does not count towards chaser meaning your losing points for time you would have spent doing the same. Traps should earn you double a hit value for a fast chase. This is fair considering the skill that goes into excellent trap placement.

  • Muddy the tracks of the tunneled person with your own to help the tunneled. Equip iron will to hide your pained moans. New ds will help but it is one use so unless your team is efficient ya might want a different perk. Of all the exhaustion perks sprint burst is the best for dealing with it if the killers are camping and tunneling. borowed time the sheer number of anti tunnel items out there is immense. A key also punishes tunnneling by letting you access the hatch faster.

  • Or cancel prevent any action from being done during dream transition. Make his dream transition base lower but reduces some of the stronger block add ons by a little bit. give his dream state a fear meter. Any survivor within dream state build this fear meter based off length of time spent in the dream realm. Resulting in the expose status effect at max fear. Alongside this change by default Freddy will need to have survivors in sleep for a decent length of time before he regains the ability to see other survivor auras. Fear naturally decays outside of dream state the levels a survivor is in fear cannot drop below a tier with the exception of the exposed tier which will be consumed upon successfully striking that survivor reducing the survivor fear status by a single tier. alternatively instead of exposed have an ms penalty for max fear. Id like feedback on peoples preference of these two options.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/391632#Comment_391632

    @Zarathos

    Freddy’s power is about slowing the game down and being able to monitor and pick out/prioritise which targets to harass. You’re meant to wear the survivors down and make it as difficult as possible to get gens repaired.

    You can’t hope to slow the game down AND expect fast kills. Furthermore if you’re going to narrow the point of playing killer down to only how fast you get kills is akin to believing that the only objective that matters when playing survivor is gen rushing, AND leads me to believe you don’t pay attention to the finer intricacies of this game.

    A Freddy that gets tunnel vision by getting into chases with a survivor without ANY other survivors asleep will always obviously be gen rushed, and will always lose.

    A competent Freddy that’s taken the time to understand that Dream Demon is more than just “this is the only way to hit them” will be difficult to gen rush. ESPECIALLY if asleep survivors are dumb enough to ALWAYS use a gen to wake up (Overcharge or not) only to be put straight back to sleep again, and subsequently (most likely) regress yet another gen. Keep them asleep (provided you’re never being drawn too far from the area you’re trying to control) and the survivors are effectively dealing with worse conditions than ruin, ESPECIALLY with the higher volume of failed skill checks only to be put right back to sleep again within seconds.

    Wear them down. Make them miserable.

    Pick out easy targets or high priority targets with your aura reading (or who’s nearby).

    Keep. Using. Dream. Demon. If only 1 survivor is asleep, abandon chases and search out the others. You simply can’t be gen rushed if using Freddy properly, both via the inherent action penalty and knowing where survivors are.

    @DudeDelicious

    Survivours can spread out and hide close enough to loops but far enough you have to search the surrounding area to re sleep targets. As i have stated the skill check system means rng can screw you if the dice roll poorly. Re sleeping targets is consuming time and drawing you away from killing your targets.

    My observations are built on community recognised standards. Billy, nurse, spirit dominate due to mobility and ability to ensure swift downs. Assuming everyone is playing freedy wrong is the height of arrogance. I m talking about top tier play where survivours who gen rush use a mix of stealth and speed to pump out gens and deny killers all momentum. They maximise loop value and will outrace you in the attrition game.

    Tracking and map info killers always rank low on tiers as the powers strength is spent on tracking over chase and mobility. Doctor is a prime example of this. Hit and run tactics didnt pan out well for the wraith either.

    This also dosent account for large maps a plague for many killers and the reason mobility is favoured over slowly walking your dumb ass across the map to pressure gens. Freddy again is lacking here. Once someone breaks free how are you gonna re sleep them when they ran across the map.

    Lets not undersell the fact that not only did we get another big map with temple of puragation but also this is the third one in a row with mount ormund and yamokas estate making gen juggle pardon the pun a nightmare.

    Freddy has strengths with map info but the reward for capitalising on it should be better then a single hit. Isnt freedy suppose to grow stronger off the fear of his prey how those exposed to his realm become more and more vulnerable to his power. Lets not forget watching your totem smash helpless to do anything.

    Im calling for buffs change his kit so it actually rewards hit and run making a transitioned target incapable of doing an action while transitioning. Also his iridescent add ons are garbage.

  • Freddy is weak because hes a crap killer case closed. His power does not net faster downs unlike half of the killers. His info gained from his power relys to heavilly on praying that rng does not screw you which is unacceptable and is the definition of a crap killer. His totem protection actively hinders him.

    The new perk solidarity does nothing to freddy and its not even that strong a perk compare to others on offer. Lets not forget he has an absurd weakness to adreanline a meta perk that often breaks any chance of him securing an end game kill.

    Freddy as a killer has more weaknesses then positives. I would take a vanilla killer anyday over having a killer who sits there waiting for permission to attack someone. Anyone who pretends freddy has some secret powerful gameplay is deluded. The vest killers in the game arent strong because map info or how long they can prolong the game.

    The best killers end games fast and have powers that end chases fast no messing around with hit and run. Freddys reward for a successful hit and run is a single hit. His power does not help in jungle gyms or loops. If you want to wait till a persons out of position your losing time and effic8ent teams will gen rush you.

    The meta demands swift chases mobile killers. 2 hits with basic anti loop gameplay does not cut it.

  • In ways the plague reminds me of the clown. Excellent design, fun mechanics with a good deal of depth. But ultimately the reward for hours spent learning her does not pay off for the lethality you get from her. She has similar chase mechanics to huntress without the lethality and power of a huntress hatchet. Her fountains makes the act of healing a large timesink significantly lower and her power requires her to cross large distances for a upgrade that is quite strong but again time spent accessing that power without her weak map pressure makes gens vulnerable to gen rush. She came in at the wrong meta as a result good players will get subpar results from her. She will remain lower mid tier as long as gen rush and her power continues to assist in gen rush.

  • This game requires the killer to snowball to win. If ever you cluster as a group of survivours you run the risk of losing. Most killers rely on survivours falling for obvious pitfalls. Camping killers will patrol close by rather then hunt leaving outer gens vulnerable but often players will greedily rush the save rather then pop gens to pressure the killer to leave.

    Tunneling killers will get barely out of tr range and rush back focusing on removing one player to make the game easier. Most survivours will look at the hooked survivours and unhook immediatly instead of leaving them untill 1/4 of the bar is lost.

    Then you have your aggresive killer players who use mobile fast killers and have keen tracking. They will know all the anti loop tricks and will choose there chases in weaker looping areas. These killers are the trickiest as they will pressure gens and will adjust to survivour behaviour.

    Its important to read your killer movements and play accordingly. However to many survivours go in with a preconceived strategy that plays into these playstyles.

    Survivour is weak in lower ranks definatly but its power in high ranks is absurd (at least early season). Swf ultimatly takes all the challenge of reading the situation and removes that challenge which optomises gens and makes saves that are optomised to give the unhooked safe passage by having allies muddy your tracks and give info on killer movements.

    All this gameplay knowledge require survivours to play at an exceptional level which is lost on many players. Too many people treat survivour as an easy mode for dbd. It is easier then killer definatly however assuming saves will be allpwed freely or expecting a killer to adhere to a nonexistent honour code causes many survivours to play into a killers 4k.

    Also another note if you have a weak team who is pulling you down and you dont like the fact that you are unable to carry your team against a competent killer then your playing the wrong role or need to recruit excellent teammates.

  • @Hoodied said:

    Odd bulb hurts you more than helps you and to complete 1 generator needs 4 brand new parts, I dont like it and Prove Thyself helps more than brand new part

    So a single bnp ahould do more then complete 1/4 of a gen. You know the point of a bnp is to allow you to push and get progress on gens that are in dangerous spots not complete a gen. The problem with flashlights is the innate risk rewards of that gameplay. A good qol would be to make bnps work like instas with a prompt where you can time when to use it.

    If your stealthy and you can get the drop on a killer an odd bulb will give your allies a headstart by increasing the duration of the blind smarter killers will track with hearing but again this can be countered by iron will and lightweight. Most other addons make it easier to make the save but oddbulb extends blindness duration which is quite strong.

    Flashlight builds tend to be poorly designed. Most dont run iron will and loudly rush to save there friend which gives aware killers a heads up and provides an oppurtunity for free momentum. I have herad lightweight obscures footstep noises but havent tested it would be a pretty savy perk if you are big into being altruistic.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/365268#Comment_365268

    There are more iridiscent usseful killers addons than usseles.. the only 2 good addons that survivor have are now usseful

    So instas are crap really news to me. What about maps oh wait you dont know how to use them i take it. Bnps useless or not used properly.

    Since you dont understand there power. I'm going to give you a rundown on how to properly use them. Maps are anti trap, hatch tracking, totem hunting equipment. You can use a map to find and reveal killer totems traps or the hatch depending on add ons with crytal bead you can reveal trap locations to any survivour currently being chased feeding real time info to any chased survivour.

    The map is a powerful item and with range add ons you can track items from across the map. Bnps as i said earlier allow you to get dangerous gens early and can make a massive difference.

    As for odd bulb its not so much weak as a pubstomper working on weaker killer who can't track whilst blinded. The duration increase is nasty long.

    The problem with many of these supposed weak add ons is they are not simple to use like a toolbox or insta they require thought and strategy. If you dont believe me start playing with these items and using my information to get better use out of these items and see if these items are truly useless.

  • @darktrix said:

    But they are not worth pink status anymore is the point. I'd rather pick up a yellow add-on over a 7k red bulb or part.

    This is only a survivour problem right killer dont have useless add ons that actively take up bloodweb or are overpriced. Oh wait tattoist middle finger, black box, all seeing eye the list goes on but useless iridescents is a universal thing.

    Survivour having only two useless iridescents add ons is hardly a complaint and even then bnps still gives you a large headstart on a gen. Use it on an unsafe gen so to prevent a 3 gen strat early on and that subtle jump start might be what changes the entire course of the game.

  • Its a strong counter prevents hooks and barbeque stacks. Kappa

    Make no mistale if you dc and your on my team you go on a list of players i refuse to play with. Imagine if dcing matched you with killers who have high negative points in proximity to hooks category. That would massively dissuade dcing.

    Just a thought.

  • Option 1 the high road

    My advice just smh them. Close the chat and move on. Remind these people want a reaction. Dont think you can reason with them there likely pissed you murdered there friend so they will be too upset and pissy to reason with. There children trying to hurt you because they were unable to save there friend and think there tbagging will upset you.

    Option 2 Sweet vengeance

    If your feeling vengeful remind them how they failed to save there friend and remind them they had a chance and missed it so you let there failure fester in there thoughts. They might act high and mighty about surviving but it will likely put them in a bad mood.

    Do not throw racial slurs at them and do not insult there character you dont want to reduce yourself to there level.

  • Basically allows counterplay against top tier killers who could and still can slug the entire team at rapid speed. Rember the recover bar takes time to fill up you should be downing other survivours within that timeframe. For most slower killers i would recomend removing one player before slugging the entire survivour team.

    If your billy, nurse continue as normal trust me when i say this change has not affected the top tier killers at all. Last I checked survivour complaints about slugging was not particualrly loud when it happened and also due to healing time going up which help with slugging as well. So its was a double edged sword patch that gave some value to spreading out damage to slow the game down just a little bit.

  • Nature of Asymetrical games and why they historically dont do so well is down to the power role being so strong. Think of it from a playcount perspective. If i find survivour more stressful I'll l play killer. But due to each killer requiring 4 survivours you need to keep a survivour player base of 4 for each killer.

    If your lobbies take too long to fill then you have long queue times which pushes your game to an early death. Honestly killer being stressful over survivour is probably neccesary to keep the survivour player base high and make it so people can consistently play killer instead of being auto filled into a role you dont want.

    If you dont believe me the support and jungle role in league is a famous example. Jason in friday the 13th. Monster in evolve. The list goes on but i hope explained why it needs to be this way. Potentially it can be counteracted by offering a bp bonus to one side to incentivise players to play the less popular side. But if anyone else has ideas it would be nice to get a discussion around it.

  • Its a lot more complicated then just one side needs to be stronger both sides needs to be appealing to play. Currently I argue survivour is lacking in gameplay depth. Very few objectives with little nuances. Unlike killer which has additional mechanics that massively vary there playstyle.

    Killers playstyle that vary from anti loop tend to be horribly crushed and makes many games play out the same way. (assuming all players are on equal skill level.) Most modern big hit multiplayer games try to shake up the meta so to keep the game fresh and dbd slow gradual focus to balancing around meta play leads to samey gameplay.

    Its gotten to a stage where I look at post game lobby and every survivour is running the same build adrenaline, exhaustion perk, self care and a variable 4th perk. Asymetrical games always struggled due to the nature of keeping both sides fun since the power role is often prefered.

    Survivours simply needs another objective and take focus off gens maybe when live servers come around we can test new game modes but until then i guess well have to keep focus on balancing this stagnant meta.

  • For immersion its a fantastic map but in terms of looping its a pretty weak map. It has a lot of traditional looping spots but the bamboo and rocks often obstructs vision around corners so if the killer hides there red glow and backtracks you get significant less time to respond. The gens are at least placed in open areas fo the most part.

    Its also lacks a nonsense looping building like the boat on pale rose, house on grim pantry and the coal tower house. Which imo makes the tracking dificulty reasonable in my book. Maps that put infuses on tracking over anti loop is fine by me as it is a challenges killers to train there senses.

    You can also turn the low visibility against survivours with low tr. I got a freddy game with M&A on the map and the amount of hit and run strikes i got was absurd.

  • Was playing doc got lerys. So already a pretty good start. I downed a survivour heading to rescue and before pick up i looked around to see if i spotted anyone else going for the save. They unhooked in front of me. (desperate times right) But instead of ditching the unhooked survivour he stood there whilst injured willing to take the down to help there friend get distance.

    After downing them both i spotted the last one and in that moment i couldnt help but admire there stupidly brave altruism so i just hooked as normal and let them get there slugs up. Spent the rest of the game two hooking em and then on death hook dragged them to the hook only to drop em next to it. Just to mess with them.

    Im sure the entity would give me a reprimanding but sometimes the survivours are just to cute to murder.

  • He is by far my favourite killer but i find there are to many situations and some add ons should be on him at base to make him a good killer. His base kits is to weak and his add ons can only cover so much ground. Large maps are espicially problematic for him. You cannot set up traps and have an impact on larger maps forced to relinguish gens to trap up one side of the map.

    The only place a trapper will shine is on defense and even then hag is just better at that. He needs two traps at base and his collision radius on his traps need to be fixed as they have a very small trigger area.

    My advice for finding marginal success with trapper is embrace slugging and play very defensively you can't go hunting across the map espicially if that side isn't trapped. Pick a side of the map and guard all the closest gens there. Move survivours back to trapped areas.

    He has his positives as it is very possible able to string together multiple downs allowing for 4 man slugs. He can lockdown troublesome zones too. Personally I find no greater joy then landing multiple trap catches however be wary of the following.

    His chaser emblem is often much lower if you are successfully getting survivours in traps as no chase points is aquired. His malicious will also be lower due to his traps grabs counting as a single hit. If you lose gens on the trapped side you will have to win chases without your power. Your hunting sphere will be limited to patrolling. Any object of obssesion players or survivours who tail you will be able to disarm your traps.

    Trapper is a less challenging hag and if you want a competitve trap based killer just play hag. Trapper is a killer for rank reset or late into rank reset.

  • Billy is one of the few killer that can deal with large maps demanding he get nerfed because hes able to pressure survivours is not acceptable. Billy competes well with swf and is meant to allow killer players an answer to swf without resorting to nurse who has mechanics that are not for everyone.

    Until a solution is found for reducing swf power across the board and large maps can allow some form of fast movement or transport for all killers who struggle on large maps. Billy and nurse will remain as are. The nerf of nurse and billy is necessary for solo however as swf remains as is he along with nurse must exist.


    Despite this killers power you as a survivour have the tools to succed and drag him on long chases. But if your team wastes pallets or loop poorly you will lose. The survivour is 4 v 1 everyone has to do well and your weakest player will lose you the game if this annoys you your playing the wrong role.

  • Honestly aint the killers job to fix an allies mistake. You might tell a killer not to tunnel but when the player who unhooks runs to an obnoxious loop like crotus prenn with ds while your on the outside. Telling the killer go find someone else or chase the better positioned game losing rescuer is way out of line.


    The problem with survivours who complain about tunneling is they dont hold the unhooker accountable. Yes some killers force bad situations but many of those situations must be built up by survivours consistently messing up. Telling a killer that it his obligation to give you a chance is ridiclous.

    Keep a list of survivours who are consistently making bad saves and check your lobbies so you arent playing with them is my advice. If your not comfortable having an ally holding your life in their hands your playing the wrong role.

  • Dont do it. There is the rare occasion youll time it right but good freddy players always look to find survivours in bad spots since he jas zero anti loop and if he seee you enter a locker they will drop a chase immediatly to get that free hook.

  • @TeaLeaf said:

    Noed is fine, you give up a perk for the entire game for a last line of defense. That last line can also be removed before it has any inn game effect. People might say its a crutch, which is kinda dumb. Many killers have 1 hit Kos ... billy, myers, even leather face and they get them all game. You play doc or pig, this gives you a little bit of extra power at the very end. The perk discourages 3 min gen rushes and for lower tier killers gives them greater viability.

    IF noed is a crutch then any perk survivor or killer uses is a crutch, as they all give specific advantages just as noed does.

    Honestly the one hit down isnt the problem. Its the ms. Noed lets you approach loops and chases and win hits you would otherwise fail to land because of the additional ms. You might argue other perks offer ms and arent strong but most that do are super conditional and weak for a reason. Giving a killer additional ms is broken.

    Noed one hit down effect is again fine by me but its ms bonus needs to go. Giving a killer bonus ms because there struggling is the same moronic logic that invented ds. People will always complain about one hit downs and at this stage they have been cooked well into the game. However ms boosting perks spits on the skill and ability required to play killer.

  • Hold your horses we need to see it tested first on ptb and besides are your memory spans so short you cant remember the last time they were supposedly change ds. Oh wait they walked back those changes. End games getting adjusted soon anyways so well have to see long term.

  • @Chi said:

    @Zarathos said:

    @Chi said:

    @Zarathos said:
    Logic is simple tapp is part of a chapter that has a weak killer and very average perks minus make your choice so only dedicated players pick up the dlc. Which means tapp players will be more likely experianced complesionists.

    Pig is not weak.

    She is in comparison to most other killers.Her dash is weak compared to most anti loop tech, clowns gas bottles billy and LF saw. Her snowball potential rely s too much on stealth which made obsolete by swfs existence relaying info on your position and movements and her traps are a gimmick that rely too much on rng. Even then her breathing is extremely loud and easy to pick up on.

    What I'm saying is if half of the killers in the game are better then her she is weak.You can win with her but like Freddy and doc her power doesn't do enough to win the most important part of dbd the chase. Low mid tier means = weak.

    Bubba's saw in loops is not stronger than the Pig's dash. She is definitely stronger than Bubba, and definitely not a low mid tier killer. If you know how to play her, she is strong. If you aren't afraid to use her dashes at loops, she is strong.
    I don't think we will ever agree honestly.

    Oh but your forgetting spirit fury exists. Breaking pallets as bubba gives you some primo free spirit fury fuel and on bubba you ain't getting an injury for a spirit fury your getting an instadown. Snowball potential > gimmicks. A Kitted out bubba is better but at base pig is better a killer who lacks lethality, consistency or speed to make her a strong killer and counter play is as simple as run away from the loop.

  • @Chi said:

    @Zarathos said:
    Logic is simple tapp is part of a chapter that has a weak killer and very average perks minus make your choice so only dedicated players pick up the dlc. Which means tapp players will be more likely experianced complesionists.

    Pig is not weak.

    She is in comparison to most other killers.Her dash is weak compared to most anti loop tech, clowns gas bottles billy and LF saw. Her snowball potential rely s too much on stealth which made obsolete by swfs existence relaying info on your position and movements and her traps are a gimmick that rely too much on rng. Even then her breathing is extremely loud and easy to pick up on.

    What I'm saying is if half of the killers in the game are better then her she is weak.You can win with her but like Freddy and doc her power doesn't do enough to win the most important part of dbd the chase. Low mid tier means = weak.

  • Logic is simple tapp is part of a chapter that has a weak killer and very average perks minus make your choice so only dedicated players pick up the dlc. Which means tapp players will be more likely experianced complesionists.
  • So here are the facts a team with voice comms on average will have a larger advantage then a te of randos. Making saves, locating and cleansing totems, maximising gen repair efficiency and relaying killers position mich easier. 

    Some killer will circumvent these advantages i. e. Billy nurse will reach an area before a team can relay the killers position. Spirit is inivisible as well whilst phasing.

    The common weaknesses of swf only exist if the team choses to play into them. Overaltruism is less likely to occur if the team plays smart and plays to win. Distracted by small chat mid game is done if the group is casually playing.

    In conclusion the strengths of swf is overwhelmingly superior to normal randos. With this in mind I would advise a reduction in gen repair dependant on the number of queued swf players. Any randos will be unaffected but the % reduction will increase if more then two people are swf. This serves as a debuff that helps offset the advantages of swf. 

    Swf teams will lose to good killers but whats required to win relys to heavilly on the swf messing up. A killer thrives on chaos. If a team is co ordinated they can recover much faster and kill your momentum with ease. As a result swf should face nerfs limited to those playing it. The goal is not to make swf unplayable but apply consequnces to an otherwise absurdly powerful advantage. 

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