Zarathos
Zarathos
About
- Username
- Zarathos
- Joined
- Visits
- 3,054
- Last Active
Comments
-
A debuff like that is nasty strong i get pig might struggle but the key to making her strong is improving her dash and makes the default keys required to be 2 as opposed to 1 this guarrantes more value for your traps and makes potentiap head pop builds more viable.
-
Being toxic is cool for some reason. Apparently manners is dull whats gets you attention is being an egotistical asshat. Just look up toxic dbd youtube or twitch and see how many results you get its disgraceful. You get it from both sides since very few want to stop propagating the cycle of being a jerk to the losing side. Best to pay em no heed close chat or try and alleviate it but being nice. Who knows you might just make someone's day.
-
@HatCreature said:
@Gardenia said:
@HatCreature said:
From my understanding it lessens the stun after exiting Frenzy but I don't think they're powerful enough because even with Cold Dirt I barely notice any difference.You don't notice the difference until you don't use it. Usually it's a stun of 4 seconds or slightly more. If you use cold dirt it can go to 2-3 seconds. Pair Julie or Joey's Mixtape with cold dirt and the stun reduces to just a second. Alternatively if you don't have cold dirt you can combine Julie and Joey's Mixtape, to get almost the same effect.
Thanks, it doesn't seem worth it though, I've become dependent on stacking the Duration add-ons.
His duration should double when hitting non deep wound targets so you can hit multiple targets instead of just tunneling down a single target. Basiclly make his killer instinct have a longer duration bar.
-
You wanna counter DS sure plenty of perks out there.But you wanna punish ds players. slug'em with knockout make sure their not in a swf. Leave em to die on the ground. Did it to a laurie once she spent 75% of the game on the ground. She crawled up to a hook for me later on she learned her lesson and then she was able to play the game again. Condition these animals killers if the dev's don't want to fix the perk then its up to us the killers to fix the players who use it.
-
Killers are weaker but not by the margin your stating. survivor is easier to play but killer can be strong with experience. If someones t-bagging its likely bait to draw you away from the team and get you to chase them at a strong loop. The best thing you can do is deny them that advantage and hunt down their friends. Tbaggers often dc so if you can put them in their place they will likely dc and move onto another game but you need to be able to anticipate their movement and cut them off notice their looping patterns and move to a better position where you can punish.
You need accept some killer will not inspire fear. This is due to the killer being weak. Don't let it stop you from playing the weak characters but accept some bad games are coming. Observe killer tier lists and have a high tier killer you can play well when survivors are acting obnoxious. Make sure its the player/group who were acting obnoxious before doing this. Spirit,nurse,billy and maybe huntress.
Finally remember even in the horror genre there are tough guys who talk ######### at the villain and provoke them its up to the killer players to maintain their cool and punish the chads with ingenuity and clever play.
-
Nerfs I recommend
Better fix make it so your bleed out does not go down in his tr.
When attacking his bar will be consumed or a portion of his bar this portion can be reduced by legion pins.So if legion whiffs it has consequences.
Franks mix tape need to be nerfed with the ptb change its effect should be reworked to potentially make whiffed attacks carry no penalties or it doubles the speed at which a survivor bleeds out.Buffs I recomend
But also buff him by making his killer instinct have a longer duration so he can spread out his damage.
Make bleed out continue dropping while in chase but no further then 30% so he can finish you off with a feral frenzy attack.
The ptb change of lowering the bar if not healed looks great with one exception franks mix tape nerf mentioned above. -
@Arroz said:
Rush is a big problem, and instead of fixing it they make a buff ?, the only way to stop the rush is playing with the legion and sloppy butcher and with frank's mixtape and that is very unbalanced ..Id argue that its more to do with playing more mobile killers who can reach gens faster and down fast. Billy spirit nurse etc. Legion can be good and he can be bad if the team spreads out it can be hard to chain hits. Especially if survivors are spreading out across multiple gens the original gen rush strat. Honestly perks like prove thyself and leader encourage survivors to work on the same gen. With perks like ruin and discordance being popular this might be a fatal trap for survivors. Well have to see if the sheer amount of bonus progression outweighs the problem with gen rush.
Devs are looking into improving end game so maybe we might start seeing additional objectives post gens. That might be wishful thinking tho.
-
@Milo said:
So Prove Thyself is actually better than old LeaderRegarding gens
Only if there is a limited number in play otherwise only one players can take advantage of its effect if they are working together on a gen. Leader and prove thyself are dangerous perks tho as many killers are running discordance now which means if a killer is continuously moving to gens with two people on them consider having survivors work on separate gens.
-
Is it though the ds change would have a multiple uses potentially buying more time in a chase. Hell it might save you from multiple spirit fury. It has immense potential to do serious long term damage.KiraElijah said:
THAT’S WORSEPoweas said:Just rework DS to something like it makes pallet stuns 0.5/1/1.5 seconds longer, it is decreased by endurinng and remove noed and get rid of the instaheal with Adrenaline, that's it.
The meta of adrenaline and ds has been around for far too long we need to shake up the game. With some buffs coming to survivour perks it would be a good oppurtunity to do this. Ds would be only worse if you are unable to take advantage of its power. It would require way more skill to use it to its full power. Adrenaline is definatly way to strong so either gens need to slow down or it needs a nerf the health state is way too strong. I wouldnt be against losing the speed boost instead but it has to much power and flexibility in a gen rush meta.
Gen rush might be getting stronger to with the prove thyself changes. Which is fine imo. Adreanline is a problem perk as it make gen rush way to strong. Making gen boosting perks problematic limiting design space. -
Hook distances are ok now minus the multiple ds problem but thats a fault with a poorly designed perk. The game map needs a look at as hook rng can screw you on their position making hooks spawn on only one floor which is inexcusable. Your unnerving prescence argument has a fix remove progression on greats you said it yourself most players are mid rank why bother rewarding skill players for hiting greats?Arroz said:@Zarathos said:
Arroz said:@Theluckyboi said:
@Arroz said:
@Theluckyboi said:
@Arroz said:
I just.. Uhhh have to say something...
Tell me one way to effectively counter decisive without the need of perks
Umm, dribbling or let the guy in the ground and bleed out?
Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone
There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already
to save me doing a rekt at the exit doorUnnerving prescence maybe the worst perk you can run as killer. Its has the problem of giving survivours skill checks which is really bad in red ranks. More skill checks more oppurtunities for greats skill checks which will add additional progression to gens. doc can be good with unnerving dont get me wrong but doc is a crap killer anyways since his anti loop and snowball potential is awful and limited.
Unnerving prescene helps you lose games in dbd. Its the equivalent of running overcharge on freddy. As for hooks the patch changes to hook positions have made non obssesion ds problematic on some of the bigger maps. The game can have hooks only spawn on one floor which is hugely problematic.
Unnerving prescence at base is not enough to stop ds since it is a skill check and hitting greats is practically mandatory in high ranks due to the frequency of ruin.
Only in red ranks.., hooks are better distributed in large maps and small maps. on maps like the game today I only had 2 hooks down and I had to release the survivor and leave him on the ground .. Unnerving presence you already said it in the red range and most people are in yellow / brown ranges so it's just a problem for high ranges, and I've already told you, rancor is the best counter for ds and if the rancor aura reading is very bad but for that this bitter murmur
all the perks are good in this games some very overpowered others not used because it does not work for your style of play but they are all good for something, you do not want to sacrifice a perk slot, that's your problem.
See how flawed your argument is high tier play shouldnt be ignored otherwise you put a cap on your games potential. Im fine with a perk being aimed at low rank but there are not a sufficent number of counters for perks like ds. You did not bother to counteract my points on why rancour is a crap perk so i ll just repat myself.
It gives players map information on your position high ranks are made of large amounts of swf so rancour feeds info to the entire team this is a bad thing. When one member can see the killers aura. Its a terrible aura reading perk and worst of all you the killer power role are defining a perk slot to deal with a single survivour perk the supposed to be weak role.
You said it yourself some perks are overpowered ds and noed are problem perks that need to be dealt with. I argue both need a rework their effects devastating easily to use with limited counterplay.
At the moment its best to slug ds and dribble when the team is spread out and in chaos. But if any of you want to punish a ds player in a sadistic manner i will offer you this fun cruel option. Slug ds player with Knock out ensure the player isnt in a swf and watch as the ds player spends 70% of the game crawling in the time out corner. Continue knocking them down till they crawl right up to a hook and then hook. You need to condition ds players to cut out their toxic behaviour. Alternatively slug em to death. -
Interesting thoughts I would just empower her pallet stuns and make it go on a cooldown like quick and quiet. It will be used on the first pallet dropped regardless of whether or not its hits killers but it has a cooldown of 50/55/60 seconds.
-
Honestly applying permanent debuffs for hook states make more sense. Its more realistic considering the entity is wearing away at you slowly devouring you will to live as it manifests.
From a gameplay perspective it give killers a reason to spread out their hooks vs tunneling a player down. -
Unnerving prescence maybe the worst perk you can run as killer. Its has the problem of giving survivours skill checks which is really bad in red ranks. More skill checks more oppurtunities for greats skill checks which will add additional progression to gens. doc can be good with unnerving dont get me wrong but doc is a crap killer anyways since his anti loop and snowball potential is awful and limited.Arroz said:@Theluckyboi said:
@Arroz said:
@Theluckyboi said:
@Arroz said:
I just.. Uhhh have to say something...
Tell me one way to effectively counter decisive without the need of perks
Umm, dribbling or let the guy in the ground and bleed out?
Yes, because you will always have a hook right next to you and letting a survivor bleed out is fun for everyone
There's a lot of hooks, it depends of what map are you playing so stop crying or use trapper/doctor and unnerving presence And 99.9% fails the skillcheck that is my build or I just let it use it and already
to save me doing a rekt at the exit door
Unnerving prescene helps you lose games in dbd. Its the equivalent of running overcharge on freddy. As for hooks the patch changes to hook positions have made non obssesion ds problematic on some of the bigger maps. The game can have hooks only spawn on one floor which is hugely problematic.
Unnerving prescence at base is not enough to stop ds since it is a skill check and hitting greats is practically mandatory in high ranks due to the frequency of ruin. -
These are all nice tricks I have used and found great success however they all require the survivour to make the foolish move of getting downed by a hook and even then if a friend pops out and blocks the hook the ds is going off which kills your momentum as killer. One use is also arguable as if it occurs multiple times via hidden ds targets whom can again body block to ensure it goes off.powerbats said:You can play normally and eat the stun and simply down them 5-10 seconds later for most survivors and the only ones take longer are the really good ones.
If you honestly think the only way to handle DS is to leave them slugged on the ground or camp them then there's really no hope for teaching you anything.
You can dribble them, you can play smart and time your down for closer to a hook in which case DS goes for naught. There's the old pick them up near the basement and let them wiggle out and drop into the basement trick.
There's the let them use ds but pick them up so thy get dropped in a good spot for you to re down them pretty much instantly trick.
Yes it's an annoying perk but it's a 1 time usage perk and after that that perk slot is wasted and that person's screwed the rest of the game.
If a killer had a perk that gave them 4 tokens that allowed them to instadown in their next attack would that be ok even though its a one time use per token. No it wouldnt. Ds is costing you time no matter what strategy you use in dbd. Its a poorly designed perk that needs to lose its killer grasp escape for empowered stuns or a chase mechanic that allows a killer to meaningfully counter it.
Time is a comodity in dbd ds is often the difference between a killer getting enough time to allow a gen to be completed. -
Again your idea is prone to exploitation. If survivours do gens close to a hooked person and the killer is searching that area but does not trigger chase they will be stunned and blinded. If the survivours are 1 gen left the killer knows that its 99% and choses to secure his kill. Then he will be stunned and blinded. Then the survivours make the save do the last gen proc adrenaline and the person at the door opens it in time for their friend to arrive. The same applies with exit gates if the gates are wide open your stunned and blinded waiting to secure your kill as the other survivours are waiting for your change to kick in granting them a free escape.
Your idea is ill thoughtout and has so many clauses and exploitive problems. Please for the love of god think what ways it can be exploited and figure out a solution that isnt gonna hurt killers whos only option is to camp when gates are open or an adrenaline play is likely to be made. -
The idea is to finish a target in chase via striking the target upon reaching 30% with your power the option to speed up the process by attacking in ff as the target is bleeding out if the legion player missed a hit earlier. Running out the timer in chase is uncounterable the input of an atrack needs to be put in if legion is close by moonwalking. The timer should only ever run out when the player has left legions tr and didnt mend in time.azazer said:
you're particular suggestion is decisively non lethal and completely defeats the purpose of running out the timer in chase.Zarathos said:
I mentioned this a few times but legions counterplay can be built in a bit whilst upgrading his lethality. It wouldnt need complex solutions either.azazer said:The devs mentioned the only buff legion needs in their ptb chat. The bleedout timer continues to count down while in chase. This gives legion the lethality it's ability needs without walking backwards or head down like a scolded pup.
Bleed out timer goes down in chase no further then 30% whilst in legions terror radius. Any attacks made in feral frenzy consumes a portion of the power gauge.
Additional changes like doubling duration when killer instinct is triggered so tagging multiple targets is possible. Having his power down you simply becaie he refuses to look at you flys in the face of any notion of skill of required in playing this killer. -
It works well with billy nurse spirit and genraly mobile killer but around slower killers its aura reading is very easily countered. They have nerfed it quite a bit with lockers and with distortion as well. Dont get me wrong i agree with the changes its in my book an ok aura reading perk bitter murmur is often a little better and ofc discordance.yes said:@Zarathos said:
Arroz said:@Zarathos said:
@yes said:
@Nova_Terra said:
Everyone forgets Enduring counters it, and it has a lot of practical uses.
When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.
For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.
Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.
Shut up rancor is the perfect counter to ds but you dont want to sacrifice your ######### barbecue and chili [BAD WORD] pussy
Actually racor has a lot of problems.
A. Its got one of the worst aura reading powers in the game.
B. It gives survivours whom are swf map information on killer movement.
C. It doesent overcome the problem of multiple dses which clearly i hit a nerve since you cant refute my argument and are resorting to derogatory comments lile a child throwing a tantrum.
D. Bbq has at least 7 counters and most killers could care less about the aura readings its just for bp gain since dbd is a massive grind and killers require specific perks to be viable.
E. You have chosen to not contradict my enduring statement and made a half ass post detailing some other perk.
F. Word of advice dont waste energy posting derorgatory crap use that energy to back your statements. So uncivilised.People use BBQ for the bloodpoints? I mean, I use it too (all the time) but I use it mainly for the aura reading ability.
Bbq can at time mess with my tracking since survivours often use it to mislead and results in survivours making movements I cant anticipate. -
Actually racor has a lot of problems.Arroz said:@Zarathos said:
@yes said:
@Nova_Terra said:
Everyone forgets Enduring counters it, and it has a lot of practical uses.When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.
For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.
Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.
A. Its got one of the worst aura reading powers in the game.
B. It gives survivours whom are swf map information on killer movement.
C. It doesent overcome the problem of multiple dses which clearly i hit a nerve since you cant refute my argument and are resorting to derogatory comments lile a child throwing a tantrum.
D. Bbq has at least 7 counters and most killers could care less about the aura readings its just for bp gain since dbd is a massive grind and killers require specific perks to be viable.
E. You have chosen to not contradict my enduring statement and made a half ass post detailing some other perk.
F. Word of advice dont waste energy posting derorgatory crap use that energy to back your statements. So uncivilised. -
@yes said:
@Nova_Terra said:
Everyone forgets Enduring counters it, and it has a lot of practical uses.When you're stunned with DS and you're running Enduring, the DS stun time becomes the normal grasp-escape stun time. Enduring is one of the BEST perks out there.
For the last god damn time enduring does not counter ds. An additional chase is the problem with ds. Having the stun time shorten does nothing around optomised survivors who go down near loops or vaults.At mid ranks sure enduring does a decent job countering ds but once you hit red ranks chases need to end fast. The extra chase is costing you time and losing you momentum that's why its broken. If its anymore then one ds and your in a swf well that killer is gonna have a bad time as the body blocking begins to get the ds of every single team member off. Any counters a killer has to ds can be overcome by swf communication. Ds can appear multiple times in games. Therefore its broken. If any of you have played in high ranks with a killer that wasn't nurse, billy, or spirit your in for a bad time with ds.
Its like if I said adrenaline was a counter to noed yes you outrun the killer for a little while but he still has the ms advantage and only a few circumstance will adrenaline save you from noed. Enduring is not a counter crush this urban myth now. When I talk about counters i mean counters for high skill play not morons who burn ds in a palletless region instead of conserving it for a better area.
-
Wait what? Iridescent head huntress is stacked then ######### is wind up huntress. I can juke and loop a dozen huntresses with iridescent heads any day. The wind up huntress with cd are are the ones that get me and actually give me a challenge. Except god shot huntresses who have 500 hours on that killer alone and can snipe across maps but those are a rare and humbling encounters.βLAKE said:@TrueKn1ghtmar3 said:
Lol how are they ruining the game with Mori's and insta down hatchets? Just learn to look behind you and avoid straights, hide behind gens, generally become emersed, play against them sorta like you would Billy if he was rangedI never said in my original post that I was bad at handling instant down huntresses. But cmon, you gotta admit that it's unfun to play against a Huntress who has a red mori, with instant down hatchets and your teammates get downed quick to the point you can't do gens because they are getting hooked left and right and the added bonus of having your teammates disconnecting at the beginning of the game once they realize they are playing a unfun game with a stacked huntress.
Iridescent heads is strong vs players who are inexpierenced in dodging hatchets and players who have an itchy dc finger. Dont ever make excuses for dcing players btw they fk up games for their team and should never ever be given a pass because the killers rocking some scary add ons.
I dont dc as killer when i have a survivour insta or ds me into adrenaline they should have the cope on to play the game. Do you feel cheated welcome to dbd. Killer get this all the time if you dc becaue the game is hard or you feel cheated take a breath and remeber this game is a team game. I'm sick of losing games as survivour because someone wouldnt hold on and give the rest of us a chance. -
I mentioned this a few times but legions counterplay can be built in a bit whilst upgrading his lethality. It wouldnt need complex solutions either.azazer said:The devs mentioned the only buff legion needs in their ptb chat. The bleedout timer continues to count down while in chase. This gives legion the lethality it's ability needs without walking backwards or head down like a scolded pup.
Bleed out timer goes down in chase no further then 30% whilst in legions terror radius. Any attacks made in feral frenzy consumes a portion of the power gauge. -
The chain could have a wind up similar to huntress longer its charged further it goes and faster it goes. Depth of difficulty might be a problem for this killer. Perhaps he should have an additional element to him as the chain is not enough imo.
Maybe make it so hooks will trap a survivour in place and need to be disarmed before a save can be made. At base 1-2 chains add ons increasing the number of chains and length of time required to disarm. These chains will be spread out at least 20 meters from the hook.
Chains are affected by sabo and increase speed at which the hooks break. They create no indication that the chains have been dismantled and will appear active to the to the killer. Chains can be destroyed at the hook or at the origin point of the chains.
I want to incorporate counterplay so any other ideas or suggestions on this idea would be great. Rember this is the hell raiser franchise pinhead should have some interaction with the hook system. -
@Vert3x said:
@Zarathos said:
Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.
Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.
Instablinds were insane imagine if the docs shock caused the expose effect with iridescent king. Billys saw inflicted no mither. Making an item ultra rare dosent excuse it from having a unbalanced broken effect.
Their is very limited coumterplay to an instablind that btw also has its duration increased. This supposedly crap bnp has been clutch for me getting me many unsafe gens. Its fine as is and ultra rare does not justify being broken unless you also combine disadvantages. Op instablind lights, bnps need a massive negative to justify its existence.
Iridescent heads huntress for example has her ammo dramatically reduced to accomodate for her ridiclous power. Freddys paimt brush gives him a potential 0 tr freddy at the cost of ms. Myers judith tombstone reduces ms to allow him to mori multiple targets.
Well, if there's one certain thing is that it made no sense to have the blindness lasting longer, I'd be fine with that going away, maybe for the blindness lasting longer they could create a different set of addons, and the odd bulbs and all the classical stuff should give you faster blind but shorter blindness effect to balance it.
Instablinds could be however anticipated and dodged, but I do understand how bullshit it was sometimes to deal with them (the old survivors camping around the corner and instablinding while you were carrying someone were pure aids).
What if they reintroduced them by making the Odd Bulb a 2/3 times usage thing, which would only consume the addon? That could fit in, in the end the whole reason why they made the pickup animation require a timing to blind a killer and perform a save at first was to incentive people to use strong add-ons on their flashlights to be able to quickly blind the killer while he's carrying another survivor and while he could potentially dodge the beam.
That old times change that they made to the pick up animation to have flashlight stun immunity (summer of 2016, if I'm not wrong), even though it eventually made flashlight saving just more skillwise, was first designed to make sure that the killer didn't have people rescued off his shoulders while he didn't have a proper chance to dodge the flashlight beam.
Instas as a one time empowered blind might work maybe five seconds after you activate the flashlight it will have an empowered blind and then be consumed. That would be more reasonable.
-
I think ill prioritise the health of the teammate on the hook by giving them a bt or well make it over allowing another player to unhook the survivours without bt or well make it.
-
The dodge isnt just swf but items as well. Keys can have a horrible impact on your game as killer and on some maps locating the hatch can be very easy cough badham cough.
Then theirs the speed of gens advantage an swf vs randoms can have which is awful considering gens already get done really fast with randoms. Some swfs also give you guys an awful name 4 ultra rare instas bnps etc can make a lot of killer games horrible.
I've encountered object of obssesion swfs who just use one survivours as a uav and have the obssesion hug the most loopable locations on the map. Stacking fogs and co ordinated flashlight ds squads can make a lot of games even worse if your struggling as killer.
Its also really popular for survivours to be toxic so a lot of survivours have no honour code at all. Focusing more on getting highlights and making plays that boil down to some heavy exploitation of abilities and powers that werent meant to be as strong as they were adreanline on comms for instance can be timed for devasating results.
Imagine if i complained that survivours should go in itemless and perkless that's ridiclous. Often thats the kind of difficulty you face around a few swfs. Not all will be playing at a high level but it only takes one or two really awfull killers vs swf to throw you off playing killer. -
Rank 1 facecampers are hilarious had a myers with infinte tier 3 facecamp and slap my sweet booty whilst one gen was still left he didnt like me looping his tier 3 ass for 3 gens. A brave nea traded places with me sacrifice herself to switch places with me. Myers was not happy and he was dead set on killing me alone.
-
Never have i ever seen an he who shall not be named (ochdio) like fan name and thrown an ebony mori with op/best add ons for my spirit. Btw the
guy did in fact have a flashlight with ds. His response was short succint when i moried him. Fk u. Naughty language i know but maybe it will give you all a giggle. -
Huntress is fun if the maps dosent screw you very few maps play well with her hatchet throwing. Car hitboxes walls trees stones there are very few maps where cover isnt easily available and its not like the hatchets arent impossible to dodge. Just let the huntress wind up her hatchet faster. You dont have to make her starting wind up faster just let her ability to get fully charged hatchets faster.
She's not top tier as too many maps screw her she top mid tier for potential but at times she can be worse then most mid tier killers. -
I love this idea. It thematically fits and his power gives a warning if he goes for the instadown. Might make his noise reduction add ons semi viable.
-
Thats my point you went against a player previously and know the killer they played last was a killer like trapper. This game since you know the killer everyone on your team can throw on a sabo toolbox with saboteur a person with a map to remove all of the traps on the map.MegMain98 said:@Zarathos said:
Luc_ius said:I would like to see the name of the killer in ps4 too, actually just for stupid things like daily rituals and etc, to make a deal
. But I understand it's better to not show it as some players might attack him even before the game I guess.Knowing the killers name will tip you off to which killer their likely playing at the moment. So if the player is playing trapper and survivours see the killers name the can all bring sabo and deny his power. Or a hag they can all bring flashlights. Some killers would be rendered unplayable if that info was readily available.
The killer would have to switch his character which would make mastering a killer more difficult. I prefer to have my killer to remain unknown until i have found out by seeing them pass by or them finding me.
Can you imagine how dull it would be if players knew a myers was in play. It would kill the mystery.
PS4 isn’t the same as PC. You can’t change your name like you can Nobodys name on PS4 is going to be “Daddy Myers”. Unless you KNOW the player and have gone against then numerous times and know that they main a specific killer, then it won’t tip you off on knowing what killer they are playing.
-
Instablinds were insane imagine if the docs shock caused the expose effect with iridescent king. Billys saw inflicted no mither. Making an item ultra rare dosent excuse it from having a unbalanced broken effect.Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.
Their is very limited coumterplay to an instablind that btw also has its duration increased. This supposedly crap bnp has been clutch for me getting me many unsafe gens. Its fine as is and ultra rare does not justify being broken unless you also combine disadvantages. Op instablind lights, bnps need a massive negative to justify its existence.
Iridescent heads huntress for example has her ammo dramatically reduced to accomodate for her ridiclous power. Freddys paimt brush gives him a potential 0 tr freddy at the cost of ms. Myers judith tombstone reduces ms to allow him to mori multiple targets.
-
Adrenaline ds for survivour.
Noed for killers.
Something of note noed gains strength on how aggresively you camp. Most survivours will rush gens and ignore totems out of fear that they might be camped. I hate this playstyle but it works. I will never play like this. As games tend to be to dull. With this strat. -
The problem with dbd mostly lands on map imbalances cough coldwind, crotus prenn. Pallets you simply cant contest due to the security of the pallet. Perk imbalances like ds, adrenaline and noed make the game a mess. Yes you can argue counters to all of these but they are usually very time consuming to deal with which considering the currency of dbd is time is a major issue.
Coldwind problems is the walls allowing survivours to see through them. Whicj removes any mindgame potential vs the survivours smart enough to use it. Alongside a large number of safe pallets. The game die to its imbalance killer advantage was adjusted with additional pallets its time coldwind and crotus prenn got some adjustments with more drop downs for killer to cut off paths and on or two of the pallets having rooms which allows a killer to mindgame a pallet upstairs.
Its kinda nuts how easy it has been for me to maintain 4 gen chases with only a single live. Mostly because I stick to all the ridiclously good loops. I feel like the devs invented spirit firy outta a desperate attempt to fix the loops. Now we jave legion who straight up circumvents pallets by vaulting them.
Dont get me wrong dbd has come a long way and credit to the devs who continue to improve the game just voicing some of my grievances with the current state of the game. -
Knowing the killers name will tip you off to which killer their likely playing at the moment. So if the player is playing trapper and survivours see the killers name the can all bring sabo and deny his power. Or a hag they can all bring flashlights. Some killers would be rendered unplayable if that info was readily available.Luc_ius said:I would like to see the name of the killer in ps4 too, actually just for stupid things like daily rituals and etc, to make a deal
. But I understand it's better to not show it as some players might attack him even before the game I guess.
The killer would have to switch his character which would make mastering a killer more difficult. I prefer to have my killer to remain unknown until i have found out by seeing them pass by or them finding me.
Can you imagine how dull it would be if players knew a myers was in play. It would kill the mystery. -
I highly doubht people will give up on swf because its not ranked. I don't want it gone just relgated to the queue it should be in casual. Its not good for swf players who play solo in high ranks make the reckless saves they tend to make.fluffybunny said:
DBD is a casual, party game. It isn't a tournament. Those kinds of games are hard to balance properly and most people play the game for fun, be it alone or with friends. I honestly die more with friends as sometimes we're chitchating. I wouldn't say it's a clutch.Zarathos said:Object of obssesion needs to be disabled in swf. This is non negotiable. Having a uav detailing the movements of the killer is utter nonsense. Penalties should be put on gen progression as standard with swf on account of removing all ambiguity over who is and isnt being chased the current position of a killer and gen progress across the map.
As for the op i have played solo survivour as standard. I dont need adreanline, ds, comms or instas to have a stress free game just map knowledge good looping and a tempered altruism. For every bad game i had where i was facecamped and tunneled i had survivours pull off acts of impresive altruism without shocker coms.
Swf is a crutch and should be relegated to casual play not ranked. Playing well in a com team is not as impressive as playing without coms and using keen awareness to know what you need to be doing.
I will say something about solo play is to expect not to be saved and figure selfish players. Some will be really awesome and look out for you, but most of the time they don't care if it's farming you or leading the killer to you. I've had so many times that my solo teammates both sat on a gen instead of go for save.
Both modes are fun, though. If people aren't allowed to play together, they'll dodge until they get their friends and i'm sure you wouldn't actually like that.
I will say tweaks to make it more even is more than welcome (like no items, one perk per group, hidden end game into), but it would hurt the game if you got rid of swf or moved it to a non rank section. Rank really doesn't show anything as is, anyway. Just that high play a lot in most cases.
These players are often to use to having all the info on the killers position. So when its down to their own intuition they tend to make inexperianced saves. Ive seen this before with many of my friends.
Dont get me wrong i agree rank is a bit of a joke but now but with some emblem changes it can easily be fixed. I have found the competence of most of my high rank compatroits tends to be of a much higher skill then the purple ranked players that I have encountered. Again there are potaroes in red ranks but i wouldnt be suprised if half of these weaker players were dependant on swf carrying them.
Tweaks can be as simple as a reduction in gen progression dependant on number of queued up swf. Again object of obssesion needs to be disabled in swf. I can't stress this enough. -
He needs his power to bleed out during chase and be able to spread out his damage mandating he has one add on franks mixtape available to be viable is stupid. You will often be punished for tying to chain your attacks to multiple targets so duration base increase would be good or make it so upon striking a survivour killer instinct duration is increased or doubled depending on add ons etc.fluffybunny said:
To be fair, Legion's time waster is a ton better than the pig's. It's unlimited and every time you see the survivor. The length (so you can actually go from person to person) needs to be increased and his base speed buffed.Zarathos said:
And how did the time waster idea work out for the pig. Compare her to spirit where they buffed the power to be lethal and you see which is the better killer. A killers power thats lethal focused has consistently shown to be way more powerful then a power that provides utility or time wasting. The best killers have powers that are focused on mobility or killing. There is no room for any utility based powers if you want a competitive killer. The game is to short for docs and pigs to be messing with traps and shocks that dont meaningfully help with killing.touchpadgamer said:@fluffybunny
The movement/map pressure with an always-on Feral Frenzy would be insane... I think the FF tracking is too accurate to have all game as well; completely obliterates any stealth strats. It'd sure be interesting tho. I also think base speed could be brought up to default and that wouldn't break the game...@Zarathos
I don't think Legion necessarily NEEDS to be more lethal. I also see Legion's ability as primarily, a time-waster kind of like the Pig's Reverse Bear Traps. The power makes it easy to hit and find clumps of survivors and force them to waste time mending while one target is chased down. Perhaps instead of trying to make FF more lethal, maybe make it better at time-wasting? Or ideally, a perfect balance of both xD
If you dont want a competitive killer well i hope you don't mind the rank system matching you with competitive players because you play killers to a good standard. I could live with a crap legion if the game atmosphere wasnt always hyper competitve so untill they change the atmosphere of this game to be less sweaty tryhard i will expect my killers to be competitve.
Freddy doc and pig power capabilites are wasted on delay tactics thats why they are all low tier and for the most part crap. Even pigs best add ons are the dash attacks with her bear traps being terrible. Dbd needs either new modes or a meta shift with added objectives to make these killers a good pick. Hell even a casual queue would make playing some of these killers more bearable.
Im sorry if i come across as rude it just feels like were gonna make a freddy of legion and I don't want to see behaviour mess it up again.
As for counterplay make it so his power consumes some of the gauge when he attacks so whiffing an attacks has consequnces. Whilst in chase with legion if you are in his tr your deep wound bar doesent drop below 30% so he can't just look at the ground and down you.
I have looped and beaten legions by moving around tje killers fov as they vault to force whiffs. It was tricky but its possible like nurse you need to break line of sight and juke whilst he is in ff. Legion is a weak killer. Once your aware of his counters but if you traditionally loop a ffing legion you will get downed. -
The passives should be unqiue not empowered perks. That would definatly create a tier list. Empowered ds, empowered sprint burst, empowered adrenaline would fundamentally make meg and laurie the best survivours in the game. The bonus needs to be a passive bonus not a perk that will distinguish the character.Shad03 said:I've had a similar idea actually, but just a sort of buff in general for ALL characters. My idea would be to give survivors that run their own perks a sort of boosted version. I dunno if I had posted this suggestion on another persons post or not but I'll give my suggestion here. I'll give two examples, for Dwight and Trapper.
Dwight: Running his three perks on himself.
Leadur: Grants survivors within 8 meters of you a extra 1/2/3% action speed.
Prove Dwighself: When x survivors are within 8 meters of you, you gain x/x/x% / x/x/x% / x/x/x% extra action speed
Blond: See survivor auras a extra 4/8/12 meters.
The Trapper: Running his three perks on himself.
Brutally Strengthened: You break pallets and generators a extra 5/10/15% faster.
Agitated: You transport bodies x/x/x% faster. Your terror radius is increased by 4/8/12 extra meters.
Unnerved Presencing: Chances of a skill check occurring outside your terror radius is increased by 6/12/18%. Skill Check success zones are reduced by 10/20/30% when out of your terror radius.
You can use any perk as your fourth slot but it will have it's normal effects.
I also came up for David King so No Mither could be usable on him.
Boosted No Mither on David:
You start the trail injured, however you start off with the Endurance effect. When hit you enter the bleed out timer which you can mend from. You regain the Endurance effect after 75/50/25 seconds.
What I hope my idea would do is have everyone want to play a role in a match. The only way to get these boosted perk effects would be to run the survivor with their own perks. And of course be able to run Self Care if they were anyone but Claudette. It'd give survivors more variety and hopefully (not holding my breath) stop people from running one go to survivor with a inherent advantage.
I know this was long but this was my own two cents. Let me know what y'all think, and please let me know if I flew way over the edge with my idea.
-
Object of obssesion needs to be disabled in swf. This is non negotiable. Having a uav detailing the movements of the killer is utter nonsense. Penalties should be put on gen progression as standard with swf on account of removing all ambiguity over who is and isnt being chased the current position of a killer and gen progress across the map.
As for the op i have played solo survivour as standard. I dont need adreanline, ds, comms or instas to have a stress free game just map knowledge good looping and a tempered altruism. For every bad game i had where i was facecamped and tunneled i had survivours pull off acts of impresive altruism without shocker coms.
Swf is a crutch and should be relegated to casual play not ranked. Playing well in a com team is not as impressive as playing without coms and using keen awareness to know what you need to be doing.
-
Problem with legion is hes doesn't down fast enough. Unless your using franks. A single add-on. he has enough existing weaknesses that you can afford to give him franks as standard and change the effect of franks. Billy has chainsaw huntress has hatchets nurse has blink but legions power is so incredibly limited in how fast it can down you at base. with franks its brought to a reasonable level.a 4.6 ms killer like legion will at best make a wraith without all the utility a wraith has with mind games. Last i checked wraith wasn't s tier either. In order for legion to be s tier he has to be on par with bill or nurse. That is not happening even if he could two hit down.
-
Master said:
@TheHourMan said:
Hitting someone who just got unhooked is not tunnelling. Tunnelling is when you focus purely on one single person and refuse to acknowledge anyone else until that one is dead.Usually thats called "hard tunneling"
That's not a tunnel though. A tunnel is a one direct route no side paths its why its called a tunnel. If you are targeting someone off a hook that's capitalizing off an opponents mistake. Call that something else its confusing the original intention of the word. Also you do know once you hit 3 gens two gens a survivors needs to be gone or they will win via simple attrition unless your slugging but last i checked survivors hate that too.
there's no meaningful slow down effect minus ruin which is probably already broken so the killer has kill fast. 3 hooks a kill two health states on average you cant afford to pass on a death hook. The game is balanced in a way that a killer can afford to play nice. Unless the team is crap the killer needs to play optimally. -
@Beverly said:
2 party streamers, survivor pudding, bound envelope, and escape cake. Killer disconnects during loading screen. Why are people like this?Pretty sure that's just the game crashing or a bug with loading in its on their bug reports. It was the reason they had to take down mount ormond. I had this happen to me as killer where i could not load in. I was obviously very furious but get behavioured right?
-
@Morfedel said:
tell me, how does it differ with the meta thing when you have killers at different tiers of capabilities, with nurse and billy rated top and, say, freddy rated bottom? they all still get played.Granted, they also don't have to deal with a team, though, who might be raging at you, so there's that.
A killer has a lot of variance in game design then survivors passive stat bonuses that specilaise in an area will have significantly less moving parts to deal with. Jake cleansing totems faster will be handy against hex builds.
A claudi with heal bonuses vs mangled/debuffed targets will be more useful against slug and anti heal builds.
Were not talking about giving survivors full blown powers just minor bonuses that can have a huge impact.
Don't give a survivors some stupidly powerful bonus and you shouldn't have a meta tier list. Its not complicated if you keep it simple. -
I have been their its awful but your idea would leave it prone to exploitation. You could ask a friend to do this deliberatly to prevent a depip. Benovolance emblem needs to be nerfed and chaser needs to be buffed. Benovlance yields a large emblem for merely one safe unhook and a heal which is imo unbalanced. Where chaser requires extermely long chases to max out.TigerKirby215 said:Emblems are majorly, majorly flawed; one needs only look at how awful high ranked games are to prove that. I'm at Rank 3 and I genuinely don't want to play this game because every match I do 3 gens solo and then get hooked and see the other 3 Survivors crouched in a corner. But I'm not going to complain about how easy it is to rank up and how hard it is to depip because I already made a Reddit thread about it. https://old.reddit.com/r/deadbydaylight/comments/aaodzg/emblems_need_a_major_overhaul/
Instead I'm going to bring up the biggest problem I see with the Emblem system from a Survivor standpoint: You only derank when your teammates are bad.
Two of the emblems are based on doing things - unhooking Survivors and doing Gens. Guess when you can't unhook people or do gens: when you're hooked.
In addition two of the emblems are based on avoiding the Killer: you can't avoid the Killer when you get unsafely unhooked.I've played quite a few matches during this Bloodhunt and the vast majority of times that I've depipped have been because a WGLF farmer without Borrowed Time farmed me after my first hook.
Being downed after being unsafely unhooked should reduce the rate at which you lose emblems. Perhaps make it give a bit of Chaser or Unbroken so that farmed Survivors are awarded with a safety pip instead of a depip.
For context i had a 5 gen chase vs spirit and got a gold evader emblem only. I lost her once for about half a gens worth of time. You ability to loop a killer well is often more important then how well you do gens or make saves as the mechanics of both are not as tricky as the chase imo. I admit their is skill involved in some of the harder saves but for the most part the chase is often the best way to measure a survivours skill at playing their role. -
You statement on controller great skillchecks being hard is nonsense. I have hit those skill checks with ease the prompt doesent matter if its spacebar vs LB. Fyi I play controller on pc (mostly because i grew up with controller as default) doesent affect survivour at all tbh. Their might be an argument for framerate but thats an optomisation problem not a hex ruin problem.akbays35 said:@Cymer said:
We all can agree that the momentary totems are broken.How would you fix totems?
I should clarify that I am about 60/40 survivor killer. I have a viewpoint as a killer and as survivor.
Ruin is the strongest one, I'd like it if they would nerf it on the skill end and just cause the regression but not the 2 second delay on progress but make the regression 1-2% stronger so if team mates are working together they can actually progress the generator. This is mostly a buff to console players since great skill checks are insanely hard on controller.
Huntress Lullaby needs to be an Obsession Perk and just get stronger the more the obsession is hit, downed, and sacrificed.
Thrill is fine.
Devour Hope should only activate when a killer has hooked a survivor.
Haunted Ground is fine.
Noed is fine but maybe nerf the haste effect by 1% since it got a substantial buff or scale the haste the closer the killer is to the exit gates.
3rd Seal would probably just work as a wounded proc, the same way as thanaphobia and not with a full blind but nerfing survivor aura reading range by 50/60/70 with a bonus to other survivors hit.
Hex ruins passive effect post destruction is deny great skill check progression on gens.
Huntress lullaby is pretty powerful and stacks fast due to most survivours not being used to operating without an audio cue. My buff would to have the regression bonus continue to exist after destruction.
Devour hope should lose one or two stacks upon destruction and maintain its effects post destruction with the current stacks minus one or two.
Your idea for noed is clever i like it.
100% agree haunted grounds is fine.
3rd seal Im not to use to using so i dont have too much of an opinion on it. Your idea to make it a non hex perk intrigues me.
Basically most hex totems should have a passive effect that continues post destruction. -
If you want to increase your speed at self caring hit great skill checks the progression bonus will help a lot.
-
Along with ruinHeroLives said:Self care needs to be built in -
For the past 4 seasons i have been maintaining my survivour and killer to rank 1 granted rank dosent indicate skill entirely but it does support that i have spent my time playing a good measure of both. Survivour is not a simple hold w gameplay as many killers make it sound. It is if your rank 20 - 15 but in high ranks you are constantly being mindgamed at pallets, attempting to make safe rescues around aggresively defensive killers and rushing gens before the map becomes hollow of defenses.RSB said:Killers can't keep their addons after the match and find one during the game, survivors can, that's why they earn less BPs per match, BUT more per hour of playing.
Plus the killer works his ass trying to down survivors, while they hold M1 or mindlessly loop, but that's a different story.
Each killer has their own unique approach to looping that a survivours can't mindlessly loop. Hatchet dodging windstorm wraiths routing effectivlely around clown toxins and continously breaking line of sight around nurses. Claiming survivour is easy is a ridiclous statement that anyone who has even spent a moderate amount of time playing the role can easily dismiss espicially if you play without crutches.
The problem with survivour bp gain is playstyles and objectives dont grant bp to other categories unlike with killer where for example a doctor who shocks then strikes recieves points for deviousness + brutality + hunting for being in chase. All of these actions are a process a killer will be engaging in regardless of the way you play your killer.
With survivour if you have to be the gen jockey its likely you wont get much points for doing gens even if you got 1 or 2 totems you would still have a low bp gain. If your in chase constantly its the same situation just boldness will be maxed and not much else. Survival is also a ridiclous category with no ability to meaningfully max it.
As for items and add ons a killer enter a game with two add ons expeneded with likely bbq which is way more easier to stack then wglf. Survivours enter the game with an item + two addons. They might be able to keep the item but assuming a survivour wont die is ridiclous. They lose more upon death then a killer. Their perks are also priced the same which makes farming points for survivour best done through killer.
Survivor needs its scoring categories reworked with points granted to multiple categories when doing an action that normally grants a bonus to one side. For example if im looping a killer and someone pops a gen while im in chase a scoring event will be granted to me called containment which grants objective points for containing the killer on top of the chase points.
For gen jockeys grants boldness points to the survivour if they are doing gens within the killers tr. As for altruism dbd has already gone in the right direction with assit points and such. An additinal point for survivour gain would be baiting point score event where whilst in chase with a killer whilst someone is hooked the survivour will recieve points in benevolence who is being chased.
Finally a benolance point event for getting gens complete light waker would be granted. Dont get me wrong killer is the harder role and it is my preferred role but I'm against the idea that survivour points system should be so focused on a single action granting a single category award of points. -
What if i told you I could make your perk so it wasnt countered by nba dribble master. What if i told you if it took the remove the killer grasp escape but grant you a power to prolong chases via an empowered pallet stun. The red pill brings you a perk that grants you potentially more time saving power and a rewardingly powerful stuns and the blue pill it promises the security of a killer grasp escape once a body block occur or if the distance is far enough or if your the obssesion you will likely be dribbled and hooked. Make your choice?doggieman said:@BrendanLeeT said:
Although NOED and DS are hated by the community, at least one of them has counters. There is no 100% counter to DS without having to take up a perk slot, which by the way doesn't even counter the perk fully due to it only reducing the stun time slightly. When a killer downs a survivor, that means they worked for it and the survivor has lost so it is pretty stupid that they can hit a skill check to just escape and loop again. I personally don't mind 1 DS in my game but the only time I see it being a problem is when there are multiple survivors running the perk.
Regarding NOED, that can be countered before it even activates just by destroying 5 totems. If you take a little time out of your game to cleanse the totems then you wouldn't have an issue with NOED.
I personally don't run either of those perks because I find them both annoying whenever I play against them (I do play survivor and killer) but at least NOED has a counter-play to it unlike DS.
While there is no perk that counters DS you see plenty of killers strategically work around it. In all games where I played survivor and I ran DS, killers would always dribble me to the nearest hook. I would say half of my games I never get the opportunity to use DS. I don't mind DS when I'm playing killer because usually I prepare for it and I don't have an issue downing survivors again.
-
Audio is bugged spirit suffers the most from this. Pavement is fine (i think) but grass is not functioning. Grass movement is rustling randomly which is often throwing off my spirit estimates. Also wounded survivour are significantly harder to tracks as the audio distance for injured survivour i found to be shortened in range. Before you say anything no its not iron will i checked.TheWraith883 said:before the update, I had no issues with killing SWF but after the update everything is ridiculous and it's no possible to play as a killer. I feel that most of the killers are nerfed or had bugs. I play the spirit and people are talking about how bad she is.
-
Farm map the cats out of the bag, farm maps have the highest survival rate. So 70% of my games is a corn infested holed walls with a ridiclous number of safe as fk jungle gyms. Way i see it the game had its map add multiple additional pallets added were eintitled as killers to a reworked coldwind farm maps. Starting with making the loops less braindead.