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Zarathos

Zarathos

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Zarathos
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  • Honestly this sounds like fun irregardless of facing other killers no mithers a cool challenge having it counter legion is kinda funny. Thx for sharing. 
  • You main myers and you want me to heal under hook. You should know how bad that can go right? Espicially around low tr killers who will punish you. I've had players with well make it try and heal me under hook only to be smacked down by a spirit with ms add ons.

    If I hid in the first place then at least i would have had a chance. Killers will hit someone off the hook and if i see an unhook and im not in chase I as a killer will go back. Sometimes ill go back mid chase if I think I can get the drop on ya. 
  • @Wolf74 said:

    @TheCatLady said:

    At what point did I say they were "the same"? I said they were both second chance perks that can be denied, which is true,

    To make this simple. No.
    Stop comparing these perks, because they are completely different.
    Noed is balanced and DS is op crap.
    Any survivor bringing up Noed in a DS debate is just trying to disguise the issues with DS.

    Why exactly is NOED balanced and DS is op? i have had a lot of matches were the killer makes a huge comeback all of a sudden thanks to NOED

    i think both perks are somewhat fine, they are definetely counterable and people are just exxagerating their power

    Both noed and ds are broken. Ds is a momentum killer if you cant juggle which is likely due to
    a. Hook changes
    b. Maps like the game and ormond.

    You cant pick up and if you cant pick up you have to slug meaning your down a hook. This perk guarrantes 3 other survivours at least 10 seconds to recover if you take it and reactivate the chase which is devastating when paired with good survivour players.

    4x/3x/2x ds is a massive problem as well as you will not be informed if a non obssesion survivours has it and even if a hook is reasonably close a bodyblock can again cause it to proc. Killing momentum again iniating an additional chase. 

    On swf its brutal and becomes even more unfair as survivours will be ready to deny the killer the hook with bodyblock or the survivour will position far from a hook to deny the killer the hook.

    NOED is nasty as well not on the same level as ds but definatly overpowered. The ms increase plus instadown with no warning is nasty and often many maps make hunting 5 totems very hard mount ormond the game red forest etc. It worsens if the killer just starts facecamping the survivour. Forcing gen rush so survivours have to do gens fast. No time for totems unless you are hyper coordinated. With this playstyle a killer can nearly ensure a 2-3 k game which is unacceptable. 

    Noed might not be on the same level as ds due to its inflexibility but its definatly allows a weak player to crush difficult opponet(s) by giving them a second chance. Which in many cases robs the players who have been playing well of any satisfaction. 
  • Heres how you kill as legion run either franks mix tape or stab wound study don't run both its a waste. You can 3 hit in your power one hit which has no stun and survivours cant do squat to stop you. Otherwise don't look at survivours stare at the ground and follow survivours then down em once the bar hits 1/3. Congratulations behaviouvr we're now using his power to down isnt this such a fun interactive chase.

    Whoever designed legion clearly didnt know that his power would be so easily exploited. Look up damnnohtml video on legion to see this degeneracy in action. 
  • Base legion is bad definatly but he enters levels of broken once hes using the purple add ons that down in 3 hits with the power.
    Also despite having played dozens of game with him im not sure if its fair to have a player just drop because you are moonwalking towards them. Most other add ons dont do enough to help a 4 hit legion mostly because mend can be done so fast.

    Honestly focus on legion power as a tool for downing was a mistake its a solid opening attack but its utterly frustrtating for survivours as their is literally nothing you can do minus praying their stupid enough to get hit by a pallet stun. I would recomend making it so bleed out dosent drop a survivour below 33% if the survivour is in his terror radius. Unless striked by legions power 

    Give him the 4.6 movement speed. In dbd playing pallets is the core of this game and making it so a killer can completely circumvent pallets and strike players down without any counterplay is just frustrating. Whats worse is legion isnt that hard to play so irregardless of how good you as a survivour are it doesent matter legion will still down you. 

    Tldr
    mend needs to take longer at base as knife add ons are mandatory due to mend being so fast. 
    Increase base duration so tagging multiple targets is possible. 
    Make the deep wound deplete down to no further then 33% if legion is still in terror radius. 
    Franks mix tape  and stab wound study need to be change dowing in two hit with frenzy is absurdly strong. 
    He needs 4.6 ms to compensate for these changes so he can be more flexible on loops. 
    Legions goes from being ridiclously strong to patheticly weak with his current add on set up. 

  • Wanna counter bloodhound legion. Well isnt it obvious. No mither. You leave no blood stains and your grunts of pain is reduced. You wanna really screw legion player go iron will no mither with spine chill and sprint burst congratulations legion has been defeated before the game starts. 

    Other then that have other players who are injured muddy your blood with theirs so he has to guess which tracks to follow. Legion is bad killer not weak or strong he is fundamentally poorly designed and his power should have never been anything beyond a free hit  and slow the game down. Bhvr you tried to make him more reliant on his power and now hes cheesing survivours with his power to get downs by looking away from the survivour that's not even time efficient.

    Now we do it the communities way give him his 115% ms make mending stop the timer ticking down and move on. It will still be fun to tag a bunch of survivours but his main means of downing sould be actually mindgaming opponets around loops and pallets. 
  • @Wolf74 said:

    @TheLegendDyl4n1 said:

    @donato said:
    It's so easily counterable when it's on the obsession and it's very unlikely to activate when it's on a non-obsession player. How exactly is this perk too strong?

    it doesnt as long as NOED exists as it is

    yawn
    The old troupe.
    DS and Noed are NOT different sides of the same coin.
    You are comparing apples and oranges.
    DS is way better than Noed.
    Have you every seen DS destroyed before you could use it?

    with ds you can juggle the survivor, with noed you can destroy all of the totems. DS gives a free escape from the killers grasp, NOED gives a free exposed effect and we dont even get the luxury of knowing you have NOED its a suprise unlike DS. not apples and oranges because they both are OP

    Its not a suprise? You know multiple dses can occur and before you say hook em close
    A. most maps dont allow that luxury i.e. Ormond, The game etc
    B. even then body blocks can ensure it goes off. 
  • Both DS and NOED are second chance perks that can be denied and I don't understand crying about one while defending the other. One grants a one-time free escape IF you can hit the skill check, while the other puts exposed on everyone IF dull totems aren't cleansed. Just accept them as features of the game and work around them, it's really not that hard.

    Or crazy idea rework em both or disable em both until a solution is found. They mess with the rank systems and encourage bad habbits. Killers facecamp when they have noed as they know they can pick up exrta kills with noed. Before you say do the totems. Let me point out 5 totems across maps like the game, ormond is a big ask. Espicially when killers are camping a player so a clock is put on every survivours head. Push to rush gens and neet noed. 

    As for ds well playing around it can at times involve choosing to chase the unhooked player over the obssesion so you can play around ds which isnt fun for either the killer or unhooked person. Its also used to often bm and is commonly used to punish killers who spread their hook out instead of tunneling an already expended ds survivor as you risk multiple ds. Its a perk that legitimises tunneling and thats the core problem. 

    Just rework it to apply longer pallet stuns with a cooldown of 40 - 60 seconds cooldown depends on power of the stun. It would also be a solid counter to enduring spirit fury. Its a perk that gets nasty once paired with swf comms and since behavour has decided ti balance around swf well something has to be done with ds. 
  • No one mentioned tje number of useless add ons he has NOISE MUFFLERS. Also best marks increases charge time why? His best add ons are charge ads ons acceleration only works if survivours are moving in a straight direction you lose a lot of speed chainging directions.

    He needs enduring and spirit fury as he can't really play a lot of pallets if survivours are decent. He has the classic problem of not having any ability to cross the map which defines the most powerful killers in the game.

    Tldr
    Crap addons. 
    Cant cross the map fast the standard for a good killer.
    All his advantages can be countered by simply smart play. 
    Has to brute force loops with m1 with the only advantage being breaking pallets fast with specific charge add ons. 
    These categories define a giid killer bubba lacking in them kakes him mid tier only elevated to high tier if specific add ons and specific builds are available as he has no build variation that works at rank 1 - brute force. 
  • willcenx said:
    My friend and I recently tested it in kyf, and he said that he did not see grass moves on the way I was phasing. Well, thank you, now I want to check it myself.
    That shouldnt happen maybe report the bug if it persists. What about corn does it function in corn. If this is intended i would highly recomend the devs patch in this counterplay.
  • I would recomend allowing ticking of multiple categories as many players will preference ticking what their good at as opposed to what their weak with. 
  • Devs need to allow more control over perks choices some kind of perk points sytems instead of a random 2 perks so you buy a perk token spend it on one tier of a perk you desire.

    Another option the bloodweb currently hurts a lot of people with large number of teachables or alternative advice is making 3 perks available in the bloodweb at level 50. Make it possible to buy two perks in one level 50 bloodweb.

  • @Poweas said:
    So... Nea?

    I'll have to re-read Nea, i thought she was a street punk graffiti artist not a X-files kinda person.. Ill doublecheck then .. nvm if she already covers that slot.

    No your right i wouldnt be suprised if it was a side hobby for her tho. But its not really her main appeal.

    It sounds like a fun idea. Perk wise they could have a perk that makes them faster at cleansing totems and make no noise whilst cleansing a totem. 
  • There is DS and then there is nurse with 3 blinks bbq, ruin, noed and an ebony mori
    So were doing comparisons ok. How about ds,adreanline,dead hard and self care 2x ultra rare instas, 2x commodious toolbox. 4x purple mist and survivour comms. Still think thats not winnable for survivour. Look up depip squad theyll show you how powerful a survivour team can be with the nastiest layouts possible. 
  • @Wolf74 said:
    The problem is that the Devs try to balance the game somewhere in the middle.
    Trying to ease it on the low ranks and in the same process make it worse for the high ranks.
    While low rank survivor get it slightly better, the high rank killer get it much worse.
    Competitive Pvp games need to get balanced top down. That's how EVERY other game is doing it. I do no other game beside Dbd that is doing it otherwise.

    I just don't see that being viable unless you want to drive out casual survivors from the game entirely. If you balance DBD around the highest level of play, killers are going to be buffed/reworked across the board. That's going to turn the lower ranks into an absolute slaughterhouse for survivors who aren't sweating in a SWF group. I haven't been playing this game for a very long time, and I'm not an amazing killer, but I was casually 4-manning in all of my matches until I reached the tryhards. I just think that even without any of your proposed changes, killers are just too strong against lower-skilled survivors.

    You mean what happened with league, hearthstone and halo. Oh wait that didnt happen because heres the thing a game can balance itself without effecting lower ranked players. Low ranked killers will still bump into terrain chase badly and get juked easily. Lower ranked survivours can and will take advantage of that.

    People tend to forget that killers as well as survivours play like crap at low ranks too. 
  • @powerbats said:

    @PixelatedDom said:

    You can compare to aspects on games that a fact. You can compare any game to another game if they have similar or basic things to compare. There is only 1 solid counter to this add on and you need a perk to counter it. if there is no grass you cannot see her or tell she is near you. Understand that there are so many options in this game and so many things to run and taking up 1 perk slot out of my 4 is a lot to ask. And no, dont use the dumb logic of, if its so OP then you should e able to do it. I dont play her and I dont play killers. Give me some time to practice killers and yeah I'd imagine I would do 100% better with this add on compared to not running it. Understand that there is only 1 real hard counter to this perk and that is why it is strong.

    I can compare other games to your issue and point out how other people manage in those games to adapt whereas you refuse to. There are 2 solid counters to her addon and both you refuse to use because it crimps your playstyle. The fact you refuse to run either of the 2 counters which by the way work on every killer but Myers in Evil Within I shows your the issue not ehr addon.

    Also my logic isn't dumb just because you disagree with it and don't like the fact it makes sense. You don't play killers yet say you can't compare other killers without actually having played killer. that's totally bad and contradictory logic there.

    There's 2 hard counters and most maps even Lery's have Grass and Myers in tier I can sneak up up on you when you're behind a wall. Amanda can sneak up on you behind a wall and you can't see her either. Wraith can sneak up on you behind a wall and you can't see him either.

    In fact all killers can sneak up on you behind a wall and if they have Tinkerer then you won't get a terror radius either. Your problem is and will remain the fact you refuse to change or adapt to one killer and 1 addon. I watched a streamer earlier play without either of those addon on Lery's and never get grabbed once. She wasn't near grass and couldn't see her coming nor hear her yet did just fine.

    The devs aren't going to remove an addon just because you refuse to use the available tools to counter it,e specially when that information has been given to you. If she had a 100% grab rate using this addon you'd see it get nerfed but since people adapt and learn to counter her they won't.

    IF you won't change or adapt and won't learn to play killer you'll keep getting nailed by her or any killer for that matter. It's obvious you're going to keep using the add on as an excuse for not changing instead of fixing the issue which is you.

    On wide open maps you can look and see her phase, on close maps it's all about situational awareness.

    You need to have a specific perk to counter her add on that is why it is OP, you can tell me to adapt all you want but only having 1 real hard counter to a add on is complete broken. And no you can see all of those other killers, her invisibility is just like Freddy's. You are completely invisible when you phase. therefor you cannot tell if she is near you. All of those other killers can be seen coming to your gen. You fail to see that clearly. And I can criticize killers even if I don't play them, I play against them all of the time, I understand what they do just as well as the killers themselves. Sure I can sacrifice one of my perks just in case I ever run into her with that add on again but personally I don't need that item on me 24/7 to deal with any other killer. The only time I would ever find it handy to use is against her with this add on. It needs to be nerfed.

    Yes you can see her coming via moving grass corn terrain etc. Or paying attention to where she hooks targets and predicting the behavior of the killer. Remeber she has no vision of you in sprirt world. So neither freddy or wraith are good examples. Its also a very rare add on that provides no power to her phasing minus hiding the whoosh noise so the spirits movement duration speed etc is weaker. I played against it and countered it by using my intuition and reading a killers movement via the hud health state below, bond, empathy etc. 
  • Orion said:

    @Zarathos said:
    This isnt a participation trophy its the equivalent of working on a project. You are entitled to extra marks for extra effort put in, this is standard in academics and business. Survival isnt enough to judge a good survivour. To many weak players escape because their best players took the fall. 

    And who is more likely to survive consistently: the weak players, or the good players?
    No ranking system will ever be perfect, but I'd argue that one that takes into account every trial equally is better than the one that tries to compensate for the odd trials where it seems like everything's against you.

    But thats the problem survival isnt the best emblem to base survivour victory off. I would argue if any emblem best represented a consistently excellent survivour its the evader emblem not survival. Again hatch camping is a thing and often crap players will engage in it to secure the gold unbroken emblem. They are not skilled players they are poorly using their time to ensure their own survival over the group. Dbd already struggles as a team game lets not artficially worsen teamplay by rewarding antimate behaviour. 

    Dbd current ranking system factors in (for the most part) all of the key areas a survivour can efficiently spend their time. Points for emblems are too generous on a lot of emblems i agree but those numbers can be adjusted.

    Benevolence needs to lose its hooked survivours emblem decrease so a camped survivour doesent cost them their points. But make benevolance require more points reducing unhook and healling points so only after 2 safe unhooks and 3 full heals does a survivour gain iridescent. Lightbringer should be require higher points to achieve higher emblems but have the loopers recieve lightbringer for containing a killer in chase dull totems should also contribute to lightbringer. 
    Finally escape will award silver base for escaping but have it increase dependant on not being downed and your other enblems feeding points into the unbroken category. 

    A good survivour dosent guarrantee survival every game. No a good survivour is one who manages time and is efficient on whatever role is needed to be filled. 
  • Orion said:

    @Zarathos said:
    Problem with the the suggested survivour pipping system is it screws the player who plays the martyr. This new system would encourage survivours to not bother doing gens in a losing game and wait on hatch.

    The metrics for pipping also screws the looper who will often die keeping the killer busy as an average killer will at least get one kill. Even in marths depip squad this would often happen to one of their players. Success in dbd should be warranted on the effort you have made to escape. It not fair to screw the players who got objectives done while the coward waits out hatch. 

    The survivour need the unbroken category adjusted so merely escaping dosent reward gold. As its very easy to get carried to exit gates by one decent looper. Let survival tie into your other categories. Unbroken should gain points for all the other categories but reduce the base emblem for escaping. 

    It screws the player who dies, yes. Why should someone who failed to survive be rewarded just because everyone else managed to get out? Effort counts for nothing if you still lose. This isn't kindergarten; participation trophies should not be handed out.

    This isnt a participation trophy its the equivalent of working on a project. You are entitled to extra marks for extra effort put in, this is standard in academics and business. Survival isnt enough to judge a good survivour. To many weak players escape because their best players took the fall. 
  • Honestly not every killer dodges swf. Personally ill take it on because otherwise im not arsed to reset my lobby. Its also good experiance even if you are very likely to lose. Just hide survivour names. I never got how people would dodge a killer or survivour because they were good at a game. Better players more experiance gained fighting them.

    Its why you get some crazy efficient killers at rank 1. I do think a killer needs to be alerted if an swf enters lobby though so they know they will need to bring their best add ons and perks. Too many perk builds fall apart against swf e.g. Third seal, knock out blood warden etc. 
  • Orion said:

    Pips should be tied to the actual win conditions for each role.
    If you die, you depip (or black pip, depending on the other metrics); if you survive, you pip (or double pip, depending on the other metrics).
    For the Killer, you depip if you get 0-1 kills, black pip if you get 2, pip if you get 3, double pip if you get 4.

    Bonus: When pipping is tied to the purpose of each role, then we can get some proper data.

    Problem with the the suggested survivour pipping system is it screws the player who plays the martyr. This new system would encourage survivours to not bother doing gens in a losing game and wait on hatch.

    The metrics for pipping also screws the looper who will often die keeping the killer busy as an average killer will at least get one kill. Even in marths depip squad this would often happen to one of their players. Success in dbd should be warranted on the effort you have made to escape. It not fair to screw the players who got objectives done while the coward waits out hatch. 

    The survivour need the unbroken category adjusted so merely escaping dosent reward gold. As its very easy to get carried to exit gates by one decent looper. Let survival tie into your other categories. Unbroken should gain points for all the other categories but reduce the base emblem for escaping. 
  • I will agree that Billy is the easiest killer in the game to play, but being easiest and easy are two different things.

    The only reason I would say he is broken is because his chainsaw nearly always causes lag when used, so it does make it harder for survivors to avoid his chainsaw for the reason that the lag ruins your ability to tell where you’re going as a survivor. But that will be fixed once they get dedicated servers, hypothetically.

    That lag or hitboxes are the result of behaviour trying to fix the phatom hits problem. Basically billy saw was not hitting when they directly hits the survivour stopping an inch off the survivour. They widen the hitboxes on billoes saw to fix it. Same problem as huntress.

    Its likely the survivour hitboxes are bugged so the killers weapon has additional range to accommodate. But thats a theory. 
  • @only1biggs said:

    @SpitfireOrMichina said:
    All he need is:
    - Reduce the movement speed while charging his chainsaw.
    - Block the camera angle when running into an obstacle or reduce it a lot (Like the nurse when she is fatigued)

    I'm sorry, but you either don't know how to play against a Billy or you just don't want to learn. Don't be in the open and don't hide in corners, this will change your mind on him needing a movement speed reduction while charging. What you ask for will ENCOURAGE the use of his broken addon combo and EVERY Billy will HAVE to use instasaw.

    As for making him take longer to recover from bumping into things or obscuring his vision, this will only effect bad/new Billy players or those that make lots of mistakes when using the chainsaw, but still isn't needed. At all.

    Billy Is balanced.

    lol. Boi. 2.8K hours of DBD on record. I know how to play against billy :^)
    Make some changes could be nice to reduce the amount of billy per games. Btw, why dont we talk about leatherface who have addons to increase his movement speed while charging his chainsaw. He is actualy slow af without addons.

    No one cares about your hours or rank. The only thing people do care about is your argument and reasoning. Firstly feral frenzy and phase walk allows free movement unrestrained by a focused charge. Feral frenzy also marks other targets within your tr. Spirit has invisibility so the audio cue is the only hint you have of them approaching.

    Once the loops start billy suffers a lot with his saw only really allowing him to catch up and break pallets. Which is easily exploitable. Vaults are your best friend use them to force m1 hits. Open areas are a death sentence do not let gens in paletless vaultless areas go undone. Get them done while another survivours is being chased. Also reducing movement speed while charging is what they did to bubba it remains to be one of the reasons why you cant use bubbas saw in the chase and what often makes him very weak.

    Hes one of the few killers who can sort of challenge swf. Which the devs are balancing the game around.
  • If only their was some tell tale sign that hes close like his massive deep breathing(sarcasm). Myers punishes survivours who rely on terror radius alone. You should be using a killers footsteps and breathing as well. I absolutly despise survivours who cry op before going on the forums and saying how do i fight this? Instead we get this killer circumvent a key element nerf it all my killer opponets should have the same standard rules. It limits design space when you go around half cocked complaining. 

    Again listen for his heavy breathing and footsteps. Avoid gens that are in enclosed areas with blocked fields of view. Circle your camera around constantly so he dosent get the drop on you. Saves should be done when you are certain myers is on someone else. Never ever heal around the hook area and make sure when your healing its close to a safe pallet. Myers is in top area of mid tier killers. He doesnet even scratch the power levels of nurse, spirirt or hillbilly. He fine as is I'd argue sometimes too weak but thats mostly gen rush being a problem not Myer's. 
  • MrDardon said:

    @Zarathos said:
    MrDardon said:

    @sorrowen said:

    Its a screw over doc and Freddy mains patch

    Nobody uses Nurses Calling on Freddy and there are much better Perks for Doc.

    100% agree with freddy but my problem is that the build variations available to doc is even more limited. Killers like billy myers and spirit have a wide variety of builds but doc has just recieved an important nerf to one of his few build options. 

    Yeah, but the only build which I can tell is the snipe doc build with the beam addon. Nurses + monitor and abuse makes you snipe healing survivors. But you can also use thrill of the hunt with ruin and snipe totems when someone touchs it, or sniping gens with a 24 metre terror radius. It works very good, no need for Nurses calling. Other builds are the sneaky doctor build but you can use different stuff as well.

    Anti heal build was pretty cool on doc big crazy terror radius making healing take ages. Which made it so the docs terror radius was to huge to not heal in. Made nurses very strong also in general a doc with nurses was very hard to lose. As if you didnt snap out of it your position would be given away anyways by the sirvivour screaming. 

    It feels like if your gonna hit a weak killer with a nerf throw them a bone give them some sort of buff. Currently his shock is just not rewarding players for well timed shocks which is core to his chasing power. 
  • RSB said:

    They are probably R1 SWF players carrying their R20 friends. Normally it would put them with the R20 killers, so R1 survivors can smurf, but sadly (for them) this does not always work.


    I hate to admit to it but i was one of those people. My motive was to play with a friend who was new to dbd and was just having a miserable time playing with some awful randos one of which was a killer cooping with a survivour on our team. A lot of the time we would all get crushed way harder then if i just queued up by myself for a rank 1 game. Despite that it didnt matter being able to laugh it off with a friend made winning or losing unimportant. 

    Obviously when i was doing this i wasnt gonna use flashlights as its kinda a dick move againist newer or mid rank killer players who are unable to counter that kind of play. 
  • MrDardon said:

    @sorrowen said:
    Its a screw over doc and Freddy mains patch

    Nobody uses Nurses Calling on Freddy and there are much better Perks for Doc.

    100% agree with freddy but my problem is that the build variations available to doc is even more limited. Killers like billy myers and spirit have a wide variety of builds but doc has just recieved an important nerf to one of his few build options. 
  • Isn't rank 11 the killer rank every survivour and killer de-pips to? Since you know there is no remote reason for a killer to rank up besides less bp, longer queue times and more experianced opponets who will trash any killer whose builds is not optimum. 
  • Making piping harder would have to be done simultaneously with improving matchmaking. Or a the very least matchmaking needs to be improved first. Players have to actively avoid double pipping to prevent massively long queue times which seems backwards imo.

    The emblems that needs to be evaluated is benvolence for two reasons.
    1. A mere save and a heal gets a gold emblem which is absurd. Require at least two saves and two full heals to gain iridescent. 
    2. Leaving surviviours on hook when a killer decides to camp should not punish the whole teams benovolance.

    Evader should award lightbringer points for containing a killer in a chase. By granting lb points for each gen completed but raise requirement for achieving higher emblems in lightbringer. 

    Make rewards for evader points in regards to stealth higher. Survival needs an overhall simply escaping imo is not enough to warrant a gold emblem. Survival should include points for escaping but also be a category that is influenced by the other 3 emblems.Gens completed will grant survival emblem points, alongside safe hook rescues, healing and keeping long chases. 

  • @Meowzi said:

    @only1biggs said:

    @Zanfer said:

    @only1biggs said:

    @Zanfer said:

    @only1biggs said:

    LOL

    It is you who is, "not getting it" :'D

    Also...3 posts and banned. Shocking

    The user is right. No one is telling you how to see how the game works. Just explaining how optimal looping works and most people don't run unrelenting ever. It throws people off that is all.

    I know how optimal looping works...from both sides. Using unrelenting is a wasted perk slot imo

    like many other perks that could be equipped all opinions

    Not really. Using Unrelenting in the way it was described here just wastes time. Moreover, using something else like Nurse's, Sloppy or Whispers is objectively more useful.

    I don't understand why you're waging a one-man-war on the forums to defend your opinion like it was written in stone, but everyone has different skillsets and they compensate their flaws with their perks.
    Is someone bad at not lunging too early? Unrelenting works out for them! Are you bad at finding or keeping track of survivors? Nurses Calling, Sloppy Butcher, BBQ n' Chili and even whispers are good options for you!
    Do you spend most of your time chasing survivors? Enduring and Spirit fury are a great combo to waste survivors efforts with pallets and Decisive Strike.

    Do you see what I'm trying to tell you here? There are some straight up bad perks compared to others like Monstrous Shrine and Surveillance, but most mid tier perks are only considered poor choices because they're situational or doesn't fit people's preferred playstyle.

    I joined the game a week before the Halloween Chapter got released, and it took me 50 hours of ingame time (according to Steam) to hit rank 1 as killer by playing only Trapper. What were my perks? Unrelenting, Insidious, Whispers and Brutal Strength. I never actually utilized Insidious because I always forgot I had it, effectively making me only have 3 perks.

    Nowadays I mainly use Enduring, Brutal Strength, BBQ n' Chili and a fourth random perk of choice depending on the situation, because I like chasing people, hooking them, and then find someone else.

    You also talked earlier about Tru3 not being a worthwhile source of knowledge. While he doesn't know evverything there is to know, he does still play all the killer (Really, all of them) on rotation, and also swapping his perks to a random set after having done a few killer rotations. This gives viewers and him alike the knowledge of those perks strengths and weaknesses on each killer, and because of that I use him as a lab rat of sorts to learn more about the game and it's possibilities.

    You should try being more objective yourself, instead of just using the term to sound less cynical.
    Thanks, and have fun.

    //Meowzi

    Thanks for creating an account just for me :)

    My opinions can be changed, I just have far too much time in the game to be told that Unrelenting is a worthwhile perk slot, especially if the killer can learn to not swing through pallets and just close the gap to get a hit. Using unrelenting in the scenario I am arguing against is just silly to me, as if you learn the correct timings, you don't need the perk, see?

    I apologise if you think I was "waging a war" or hurting your feelings concerning Tru3. He's a meme for a reason now though.

    Good for you with your Trapper games and perk choices though. Take care o/

    Your gonna have to prove yourself before you drop half ass remarks about who is and isnt a meme. (######### does that even mean). Word of advice dont call every player you dont like a meme it makes your remark carry less weight and comes across as shallow.

    As for time spent in the game. It really doesent matter considering this is a constantly evovlving game. Its your recent playtime that really matters. For example long before spirit lunging into pallets going for hits that would miss was a bad idea. This is because players would continue to loop you or get a free stun and gain distance from your killer. There was no winning scenario.

    However the synergy between spirit fury and enduring makes survivours now want to drop pallets early if they know these perks are in play. Unrelenting makes the survivours situation a lose lose scenario. With no good outcomes.

    The problem with nurses is its only really useful on low tr killers and its not always necessary to throw a tracking perks in general on if your famillar with survivours spawns, movement patterns and even just having a good headset will allow you to pick up on their breathing.

    Theres a reason why the best killers in the game are so strong in the chase but have virtually no tracking. Because in dbd tracking isnt whats strong the meta is geared towards the chase and leading killers on long chases. 

    Your post screams that your deadset in your ways which is a huge weakness in an evolving game. Failure to recognise how a perks viability changes when new perks are introduced or when the metas shifts is a massive mistake and i encourage you to keep an open mind and at least research or test the builds before espousing outdated opinions. 
  • Mending is healing visually yes.

    But its obvious what the intention was.

    Healing is healing. Increasing your health state by +1

    Mending/Snap out of it/Wake up etc are little actions designed to cure a status effect but they don't increase the health of the survivor.

    It makes sense. They want these to be things that slow the survivor down. Things you will be doing often. If you make them healing actions then killers just run Nurse's calling and see them everytime they try to get rid of them.

    What they did with Legion made them re-evaluate it. Seems they want to streamline everything like they did when they changed BT to fit with Mending.
    This massively hurts a build that wasnt even that good to begin with. I feel like if they were gonna hit doc with a nerf like this you could at least reduce the charge time on his shock by just a little bit to compensate. Killers like doc are not in a good state and it was already hard enough to argue using a build that deviated from the blunt force build, Enduring, spirit fury, sloppy and ruin.

    My problems with this change is its gonna weaken killer power synergy on doc which was already problematic. Let me guess botany knowledge still increases speed of snap out of it I'm guessing which if thats the case is gonna paint a really bad double standard for behaviour.

    It just feels nasty to nerf a killer thats already pretty bad. His shock isnt even functioning properly on vaults  if the survivours hammers the vault action button early and gets sucked into the vaccum of vaulting the window it ignores the shicks stun effect. But we dont see changes for this issue. 
  • Not sure about the smaller tr his saw definitely needs to not have an obnoxious slow down. The base speed on his saw is trash with the reduction to his slow down he wont need a massive inprovement but a slight increase is needed. Add ons need to be looked at specfically noise mufflers. They are utterly useless and potentially could be replaced by

    A. Iridescent teeth. The saws teeth are imbued with the entities cruelty. Any survivours downed by bubbas saw bleed out 50% faster. Any deaths caused by bleed out awards a mori kill score event while this  addons is equiped.
    B. Common add on. Loose chain a chain that has seen extensive use it rocks uneasy on the saw. Bubbas saw has slighly increased range.
    C. Ultra rare add on. Modern quick start engine this engine screechs with an inhuman sound powered by a supernatural starved force. Tremendously reduces charge time of saw. Does not stack with other charge tine add ons. 

    I hope this post gets people thinking about new add on ideas some of these add ons i suggest are quite strong and i openly accept one would promote a very nasty slug build however i hope this gets people thinking about how to better fill out bubbas add ons so potentially his saw can be used in newer more interesting ways. 
  • Honestly I have faced great nurses god nurses and good nurses and honestly if you as a survivour feel you struggle against nurse heres some tips to make your chases longer against nurse. Don't get me wrong god nurses will end you fast but the time investment to overcome these tricks will be heavy.

    Movement needs to be unpredictable break line of sight with nurse constantly move in directions away fron pallets nurses expect you to do that. Never ever vault a window or drop a pallet it is a free hit for a decent nurse. Never ever let your movement become predictable force a nurse to guess at times when you have enough distance ti walk. Contrilling your scratch marks by walking around areas that have two directions. This forces the nurse to guess the direction you went.

    Obstructions like trees and small walls make blinking as a nurse hard hug these obstacles to ness up a nurses blinks when caught in the open.
    Perks like iron will are amazing for helping you lose killers in general always be packing an iron will in red ranks. 
    Dead hard is a great perk in general but against a nurse its a free dodge don't underestimate its power in any build. 
  • Blueberry said:

    @The_Crusader said:
    Ok so had a game of survivor now for my daily. I knew I was in for a bad game when the survivors in the lobby didn't correctly know how certain offerings worked.

    Killer was the spirit. She got 2 hooks in about the first minute. I unhook both then the killer comes after me. I looped her for absolutely ages. Around the shack, to the asylum, inside the asylum, out and in again.

    Know how many gens were done? Not a single one. In high rank 3 would have popped easily in that timeframe.

    I get a yellow toolbox and start rushing gens. We get a few done but then those other survivors start dropping likes flies again. I do my second gen and give the Spirit a tour of loop town again. Gen progress is still slow. 1 person gets eliminated.

    Now another gets hooked but I'm busy rushing the last gen. We get it done and 2 of us manage to make it out of the exit gate. I never went down that entire game.

    Now here lies the problem and the problem is the ranking system.

    I'm not going to blame those other survivors. They were obviously new to the game and didn't yet know how to play the game well. They made poor decisions - an example being a nea got saved with borrowed time and bill ran trying to take hits for her anyway. He wouldnt leave her. Survivors always do this. This let the spirit get 2 down together. Again it's not their fault. We were all new once.

    You can imagine how frustrating this is for me though someone with much more experience. I feel like I'm doing most of the work. I loop the killer but they barely do gens. So I do gens but they go down in 10 seconds. I want to play with people on a similar skill level to me.

    Then we imagine how it was for the Spirit. Another novice DBD player with only 1 perk - Rancor. She couldn't catch me at all while I alone looped and juked her and cost her the game. We've all been there when we started playing, looped all game. It's not a nice feeling at all. That person deserves to play with people on their own skill level.

    As killer if I get reset to low rank I can quickly rank up and play with people with a similar skill level to mine. Its very easy to get 2 pips too.

    However as a survivor its harder. Because its not about my skill anymore, its about the skill of the team. Some survivors just go down in about 10 seconds. They die so fast that almost every game becomes a long, dull hatch camp. Plus its harder to score. You need unhook points but theres 3 people all fighting for the unhooks, or theres killers camling which stops you.

    I think the monthly reset needs to go. Unless you plan to put in the hours to rank up each month you'll always be reset at low ranks - and low ranks is just not fun. You feel frustrated by killers who camp because theh don't know any better, or survivors who struggle to last long in a chase because they don't have much experience with the game. It's such a chore to level up because again your team goes down so fast that its mostly one long hatch camp after another. Plus as said before it's really awful for the killers, having that one person survivor who obviously has far more hours on the game than you do and so you can never catch them.

    The conclusion of all of this:

    It's too easy to rank up as both survivor and killer.

    People are artificial raised up to ranks they shouldn't be at and that's why the ranking system is still flawed.

    I agree with that.

    I think its easier for killers to rank up faster. So they get put very quickly against survivors who have more playtime than them.

    I also think swf rank up quickly too - because they stick together and dont get shafted by other survivors disconnecting like solo players do.

    So yeah it all ends up in a jumbled mismatch. Add in monthly resets and it becomes unfair.

    DBD is a weird game. You have 1 person looping the killer for 5 gens or you have 2-3 people going down to a tier 3 myers in the first minute.
    Quick fix add end of season rewards for high ranks. A small number of irirdescent shards at the end of season that increases depending on the highest achieved rank or end of season rank. This incentivises players to rank up and maintain their rank. 
  • @Zarathos said:
    only1biggs said:

    @Zarathos said:

    only1biggs said:

    @Wolf74 said:
    
    @wouldntyouliketoknow said:
    
    @Wolf74 said:
    
    @The_Crusader said:
    
    Seriously.
    
    If the game isn't lagging unbearably then it's just a tunnel fest.
    
    Dont give me "its a legit strategy" approach. Its garbage and has completely ruined one side kf the game.
    
    They need to make some extreme changes to make this playable again. Its only worth it in SWF or playing killer now.
    
    
    
    Oh who would have guessed that?
    
    A survivor main is asking for killer to play stupid.
    
    Why should a killer NOT tunnel and turn a 4v1 into a 3v1 as soon as possible?
    
    Why do survivor always think that killer have to care about their "fun"?
    
    
    
    That's why the devs need to do something about it, you defending sh**ty behavior doesn't make it justifiable, and just because you can doesn't mean you should. That's just childish honestly.
    
    You can still have fun, be in control, get all survivors without resorting to cheap tactics, but also, if survivors stop having fun, who are you going to get to play against? _USE YOUR HEAD. _
    

    And survivor showing "######### behavior" is fine?

    Spoiling killers fun is ok?
    
    If they stop playing, who do you get to play against?
    

    You are right in one point "the Devs need to do something".

    Balance the frickin , instead of catering to the survivor.
    
    
    
    Survivors showing "#########" behaviour can be killed in game. If they set out to annoy you with their harmful, nasty crouches, or clicking a flashlight at you repeatedly, you can chase them, catch them and kill them.
    
    If they are just playing the game normally and are better than you at cutting loops properly, mind gaming and running tiles correctly, and you can't catch them quickly so you NEED to camp and tunnel, then you're doing it wrong and are just being spiteful and ruining people's games.
    
    Balance has nothing to do with the above.
    
    
    
    Of course it has nothing to do with the fact that every 4th game im getting people map offering coldwind farm because 4 survivours are gonna inevitably have one of those annoying map offerings. At the very least the game maps was improved to have more pallets and for some reason has rng where hooks will not spawn on one level for some reason.
    
    But getting into exactly why balance is an issue you can see through the cracks of jungle gyms on these maps so killers cannot mindgame these loops forced into a position to brute force a loop which is never optimum. As a result of this map design killer needs to force survivours into dead zones camping and patrolling. But clearly you dont understand your tiles otherwise you would see how unbalanced the core map design is.
    
    I learned this through my countless hundred hours of playing survivour. You need to play killer and survivor to a high level before getting involved with balance discussions. Tunneling is an excuse you couldnt lose the killer despite your peers having consistently proven that even the best killers can be shaken and you wont even needs perks to do it.
    
    We killers arent here to entertain we aim to kill its our goal our objective. I dont expect survivours to slow gen progression because the game was stupidly short. Dont you dare expect killers to play nice. If we know you make terrible saves we will exploit that weakness to take as many hands off gens.
    

    I will adjust my gameplay depeneding on how survivours are playing if they struggle but if I see ruin explode at the start or 2 or 3 gens are left with every survivour still up i will do what it takes to remove a player.

    Tunneling is an excuse for bad teamplay or a failure to shake the killer. Adjust your game play use iron will, run urban evasiondance with me. Spine chill, premonition don't assume a killer will play nice and don't expect your ally randos to play smart. 

    Getting map offerings is a pain, I agree. Especially Coldwind which still needs tarp thrown over the walls.

    Sometimes you just gotta take the loss. It happens.

    I understand all the tiles and how poorly some of the maps are designed, thank you. I have over 4k hours since Beta and now across all platforms. Compared to your...what was it? "Countless hundred" -.-

    I play both killer and survivor at a high level (70% killer). If you're referring to rank, then, lol, but both survivor and killer at rank 1. Again with your unearned condescension.

    You say, "we killers aren't here to entertain we aim to kill it's our goal our objective", like someone has a gun to your head. Its a game. Don't take it so seriously with this kind of talk and you'll be more open to rational discourse and not get titled by whatever it is you are titled by. "Oh no! My Ruin! Must tunnel and camp, there's no other way!!".

    You can tunnel and camp as you wish, but it is and always will be scummy and a poor tactic. More pressure can be applied with hooking another survivor in the time it takes to stand still and watch them for two minutes.

    I agree...randos will usually be stupid. I fear survivors more than killers, because most killers are trash, but guess what? They still get their kills. Usually by camping. Or tunneling. It's gross. They make mistake after mistake and expect different results so just resort to the ez camp/tunnel, instead of learning to chase better.

    Camping works for the most part because survivors don't like to just sit on gens. They enjoy trying to help each other. They enjoy being chased. Camping is fundamentally a bad strategy and is more than likely not fun for anyone involved. If as a killer you think it's not boring to camp, you're just one of those people that are sh!t at parties maybe?

    Dosent adress survivours inability to shake killers talk about rank not mattering without realising
    A. I dont mention rank. In my earlier statement. 
    B. Rank matters early in the season not so much near the end. However rank is often undermined by weak players who run ds ranking up by virtue of being too much trouble to bother chasing.
    C. I respond to your post with condescension as your post earlier screamed arrogance and egotism.
    D. Your assuming killers are all built for the chase which is nonsense e.g. Bubba defense builds, myers stealth builds, huntress by design is punished for hunting due to her movement speed being lower and her lulaby being directional. 
    E. I will not take my loss because survivours throwed a map offering,ds, instas and mist. I will play to my victory conditions regardless of whether or not survivours are having fun if they brazenly try to screw me over. If that means baiting survivours into deadzones using their friend as bait. 

    Believe me i want to chase to not camp but im sick of being screwed by poor map design and being told git gud take your loss stop trying to tilt the game in your favour while survivours brazenly take advantage of every mechanic available to them. 

    The most exciting survivour game i had was against a camping huntress who could cross map hatchet players and sticking close to hooked players. Juggling, gens, totems and hooked players from a high up location through expert evasion well timed saves and smart play we got to exit gates but ultimately lost due to misplays made near the end.

    If we play the game by your standards we will never see thrilling games like this every game will be a by the numbers chase with the threat of the killer capitalisng off a bad save non existent thus distilling the tense experiance if dbd.

    Im not against giving survivours a chance when behind, I'm against giving survivours sanctuaries and guarranted allowances that would otherwise distil the tense nature of DBD. 

    I also didn't mention rank, I was asking for clarification. I was asking about your "high level" comment, followed by a LOL at the idea of rank. Why am I always having to type things out again? Read again, understand the words, then reply to me. Or not. Also, I have had the same situations you dislike, of Coldwind/4xDS/Mists...and I win. WITHOUT camping.

    Git gud o/

    Congratulations you beat the survivours now if you can consistently do this whilst playing a large vqriety of killers and not just the top tier killers you can prove your point. Camping is an unfortunate reality of dbd. You need to engage in it when things go sour.

    Also git gud is the kind of excuse i expect from 12 year olds dont undermine your arguments by using a two word sentence to explain away your inability to advise against combating the current gen speed problems.

    I have been consistently researching observing experienced players e.g. Tydetyme, tru3talent and monto who play large varieties of killers and I have found a killers needs to make survivours more careful with saves as letting survivours freely save without consequnce will be exploited to put the hands you've taken off gens back on gens faster then if you punished a hook save early on. 

    I say it again since you didnt read my post properly some killers arent built primarily for chase only. Some killers have powers aimmed at hook defense with handicaps that make them weaker on the hunt. Your playstyle for killer is  always proactive which btw doesent work for every killer. Not everyone is billy. 

    Even ohtofu advises in his vids to camp and ensure a survivours dies on hooks as 2 gens were left with 4 people still up after he downs a different player. So in conclusion yes camping is needed and demanding the killer throw their game out of consideration for your opponets fun is ridiclous and unreasonable. 
  • @Zarathos said:
    only1biggs said:

    @Wolf74 said:

    @wouldntyouliketoknow said:

    @Wolf74 said:

    @The_Crusader said:

    Seriously.

    If the game isn't lagging unbearably then it's just a tunnel fest.

    Dont give me "its a legit strategy" approach. Its garbage and has completely ruined one side kf the game.

    They need to make some extreme changes to make this playable again. Its only worth it in SWF or playing killer now.

    Oh who would have guessed that?

    A survivor main is asking for killer to play stupid.

    Why should a killer NOT tunnel and turn a 4v1 into a 3v1 as soon as possible?

    Why do survivor always think that killer have to care about their "fun"?

    That's why the devs need to do something about it, you defending sh**ty behavior doesn't make it justifiable, and just because you can doesn't mean you should. That's just childish honestly.

    You can still have fun, be in control, get all survivors without resorting to cheap tactics, but also, if survivors stop having fun, who are you going to get to play against? _USE YOUR HEAD. _

    And survivor showing "######### behavior" is fine?
    

    Spoiling killers fun is ok?

    If they stop playing, who do you get to play against?

    You are right in one point "the Devs need to do something". 
    

    Balance the frickin , instead of catering to the survivor.

    Survivors showing "#########" behaviour can be killed in game. If they set out to annoy you with their harmful, nasty crouches, or clicking a flashlight at you repeatedly, you can chase them, catch them and kill them.

    If they are just playing the game normally and are better than you at cutting loops properly, mind gaming and running tiles correctly, and you can't catch them quickly so you NEED to camp and tunnel, then you're doing it wrong and are just being spiteful and ruining people's games.

    Balance has nothing to do with the above.

    Of course it has nothing to do with the fact that every 4th game im getting people map offering coldwind farm because 4 survivours are gonna inevitably have one of those annoying map offerings. At the very least the game maps was improved to have more pallets and for some reason has rng where hooks will not spawn on one level for some reason.

    But getting into exactly why balance is an issue you can see through the cracks of jungle gyms on these maps so killers cannot mindgame these loops forced into a position to brute force a loop which is never optimum. As a result of this map design killer needs to force survivours into dead zones camping and patrolling. But clearly you dont understand your tiles otherwise you would see how unbalanced the core map design is.

    I learned this through my countless hundred hours of playing survivour. You need to play killer and survivor to a high level before getting involved with balance discussions. Tunneling is an excuse you couldnt lose the killer despite your peers having consistently proven that even the best killers can be shaken and you wont even needs perks to do it.

    We killers arent here to entertain we aim to kill its our goal our objective. I dont expect survivours to slow gen progression because the game was stupidly short. Dont you dare expect killers to play nice. If we know you make terrible saves we will exploit that weakness to take as many hands off gens.
    I will adjust my gameplay depeneding on how survivours are playing if they struggle but if I see ruin explode at the start or 2 or 3 gens are left with every survivour still up i will do what it takes to remove a player.

    Tunneling is an excuse for bad teamplay or a failure to shake the killer. Adjust your game play use iron will, run urban evasiondance with me. Spine chill, premonition don't assume a killer will play nice and don't expect your ally randos to play smart. 

    Getting map offerings is a pain, I agree. Especially Coldwind which still needs tarp thrown over the walls.
    Sometimes you just gotta take the loss. It happens.

    I understand all the tiles and how poorly some of the maps are designed, thank you. I have over 4k hours since Beta and now across all platforms. Compared to your...what was it? "Countless hundred" -.-

    I play both killer and survivor at a high level (70% killer). If you're referring to rank, then, lol, but both survivor and killer at rank 1. Again with your unearned condescension.

    You say, "we killers aren't here to entertain we aim to kill it's our goal our objective", like someone has a gun to your head. Its a game. Don't take it so seriously with this kind of talk and you'll be more open to rational discourse and not get titled by whatever it is you are titled by. "Oh no! My Ruin! Must tunnel and camp, there's no other way!!".

    You can tunnel and camp as you wish, but it is and always will be scummy and a poor tactic. More pressure can be applied with hooking another survivor in the time it takes to stand still and watch them for two minutes.

    I agree...randos will usually be stupid. I fear survivors more than killers, because most killers are trash, but guess what? They still get their kills. Usually by camping. Or tunneling. It's gross. They make mistake after mistake and expect different results so just resort to the ez camp/tunnel, instead of learning to chase better.

    Camping works for the most part because survivors don't like to just sit on gens. They enjoy trying to help each other. They enjoy being chased. Camping is fundamentally a bad strategy and is more than likely not fun for anyone involved. If as a killer you think it's not boring to camp, you're just one of those people that are sh!t at parties maybe?

    Dosent adress survivours inability to shake killers talk about rank not mattering without realising
    A. I dont mention rank. In my earlier statement. 
    B. Rank matters early in the season not so much near the end. However rank is often undermined by weak players who run ds ranking up by virtue of being too much trouble to bother chasing.
    C. I respond to your post with condescension as your post earlier screamed arrogance and egotism.
    D. Your assuming killers are all built for the chase which is nonsense e.g. Bubba defense builds, myers stealth builds, huntress by design is punished for hunting due to her movement speed being lower and her lulaby being directional. 
    E. I will not take my loss because survivours throwed a map offering,ds, instas and mist. I will play to my victory conditions regardless of whether or not survivours are having fun if they brazenly try to screw me over. If that means baiting survivours into deadzones using their friend as bait. 

    Believe me i want to chase to not camp but im sick of being screwed by poor map design and being told git gud take your loss stop trying to tilt the game in your favour while survivours brazenly take advantage of every mechanic available to them. 

    The most exciting survivour game i had was against a camping huntress who could cross map hatchet players and sticking close to hooked players. Juggling, gens, totems and hooked players from a high up location through expert evasion well timed saves and smart play we got to exit gates but ultimately lost due to misplays made near the end.

    If we play the game by your standards we will never see thrilling games like this every game will be a by the numbers chase with the threat of the killer capitalisng off a bad save non existent thus distilling the tense experiance if dbd.

    Im not against giving survivours a chance when behind, I'm against giving survivours sanctuaries and guarranted allowances that would otherwise distil the tense nature of DBD. 
  • @Wolf74 said:

    @wouldntyouliketoknow said:

    @Wolf74 said:

    @The_Crusader said:
    Seriously.

    If the game isn't lagging unbearably then it's just a tunnel fest.

    Dont give me "its a legit strategy" approach. Its garbage and has completely ruined one side kf the game.

    They need to make some extreme changes to make this playable again. Its only worth it in SWF or playing killer now.

    Oh who would have guessed that?
    A survivor main is asking for killer to play stupid.
    Why should a killer NOT tunnel and turn a 4v1 into a 3v1 as soon as possible?
    Why do survivor always think that killer have to care about their "fun"?

    That's why the devs need to do something about it, you defending sh**ty behavior doesn't make it justifiable, and just because you can doesn't mean you should. That's just childish honestly.

    You can still have fun, be in control, get all survivors without resorting to cheap tactics, but also, if survivors stop having fun, who are you going to get to play against? _USE YOUR HEAD. _

    And survivor showing "######### behavior" is fine?
    Spoiling killers fun is ok?
    If they stop playing, who do you get to play against?

    You are right in one point "the Devs need to do something".
    Balance the frickin , instead of catering to the survivor.

    Survivors showing "#########" behaviour can be killed in game. If they set out to annoy you with their harmful, nasty crouches, or clicking a flashlight at you repeatedly, you can chase them, catch them and kill them.

    If they are just playing the game normally and are better than you at cutting loops properly, mind gaming and running tiles correctly, and you can't catch them quickly so you NEED to camp and tunnel, then you're doing it wrong and are just being spiteful and ruining people's games.

    Balance has nothing to do with the above.

    Of course it has nothing to do with the fact that every 4th game im getting people map offering coldwind farm because 4 survivours are gonna inevitably have one of those annoying map offerings. At the very least the game maps was improved to have more pallets and for some reason has rng where hooks will not spawn on one level for some reason.

    But getting into exactly why balance is an issue you can see through the cracks of jungle gyms on these maps so killers cannot mindgame these loops forced into a position to brute force a loop which is never optimum. As a result of this map design killer needs to force survivours into dead zones camping and patrolling. But clearly you dont understand your tiles otherwise you would see how unbalanced the core map design is.

    I learned this through my countless hundred hours of playing survivour. You need to play killer and survivor to a high level before getting involved with balance discussions. Tunneling is an excuse you couldnt lose the killer despite your peers having consistently proven that even the best killers can be shaken and you wont even needs perks to do it.

    We killers arent here to entertain we aim to kill its our goal our objective. I dont expect survivours to slow gen progression because the game was stupidly short. Dont you dare expect killers to play nice. If we know you make terrible saves we will exploit that weakness to take as many hands off gens.
    I will adjust my gameplay depeneding on how survivours are playing if they struggle but if I see ruin explode at the start or 2 or 3 gens are left with every survivour still up i will do what it takes to remove a player.

    Tunneling is an excuse for bad teamplay or a failure to shake the killer. Adjust your game play use iron will, run urban evasiondance with me. Spine chill, premonition don't assume a killer will play nice and don't expect your ally randos to play smart. 
  • Personally I gave up on playing low mobility killers for this reason it's not that im trying to 4 k every game I'm more then happy to 2k or 1k. But this is sort of hard to do when survivours keep picking coldwind farm map offerings and are throwing on 4x adrenaline and on average 2x ds. Which ya with killers like billy nurse spirit isnt that bad. However whenever I play immobile killers catching up to these survivours is a massive problem.

    So to compete you often have to hard patrol the area and try and eliminate a player early to slow down the game this kind of gameplay bores me. Red ranks is a really bad place to play these type of killers at least early in the season things are gradually improving as more weaker survivours are ranking up currently but mobility is massively important if you want to compete against solid players. 
  • If your power limits your capability to down a survivor fast your a crap killer simple as. Gens are designed in a way that the only pressure that will force survivors off gens is hook pressure any less and you lose. The docs,Freddy and pigs design proved delay tactics are useless without the threat of being a powerful anti loop killer who can take you down fast if they play their power well. At rank one 2 minute chases can't happen otherwise you lose. Until gens start see a full rework the only killers worth playing are hyper mobile lethal killers who prioritize anti loop and mobility over pathetic delay tactics. This game has a fundamental foundation problem with gens and until they fix that the design space for killers will be limited.

  • Wolf74 said:

    Good survivor can already gain more points than the killer.
    If you can't, that's a YOU issue.
    Killer need more BPs, since they lose all their stuff every match and can't refill their stuff during a match (chests).
    And killer are way more add on dependent than survivor.

    Ah but you naturally have your power a survivour has 3 slots to fill. The item and two addons. Also your items arent guarranted to be held as death comes often in dbd even with a crazy swf spirit and nurse exist so you will die.

    I play both survivour and killer regularly every season and honestly if i didnt have friends who want to hang out and play DBD I'd only be playing killer as you get way more points and level faster.

    Now even if you still disagree with my comparison with items and add-ons we all know the frustration of leveling your bloodweb to access the perks you need. They are priced the same as killers requiring the same amount of bp investment.

    I see this every goddamn double bp event. The massive drop off of survivours and long ass killer queues. People always just assume queues are messed up its obvious people want to get their bp so they can level their characters.

    But survivours are just skins. Yes, yes they are and their was a time I wouldnt care about leveling other characters but then we got the new cosmetics that are really impresive and worth using. The survival category is a joke. 5000 points for escaping that's it no way to improve the score throughout the trial minus self care woke up etc i think.

    On to potential fixes make completed gens a survivour has worked on to a certain percentage recieve bonus bp upon completion granting it to the survival category. Change safe hook rescue to be a survival scoring event. For boldness make it so survivour gains points on the chase for the survival category and call it containment or whatever you want to call it.

    I dont ever expect survivour to on average gaining more points then killer. As their should be an incentive to play the more frustrating role. However the disparity between survivour and killer bp gain is unacceptable. 
  • 100% agree she needs help on a lot of maps espicially the macmillan estate, shelter woods and coldwind farm as most of these maps create way to much cover for survivours and asking huntress to do loops with 110% whilst also carrying a lullaby is overkill. 
  • A bit late to say but I would have killed to see the hello zepp saw theme play when a reverse bear trap is blinking red 75%.

    But for other killers it would be cool. It would require some excellent talent to creates these themes but i think with what behaviour has done so far its not impossible.

    Maybe some banjo music for billy in a chase? XD

    Trapper should keep the original chase music since he is the face of dbd. For the wraith it would have to be eldritch in tone. 
  • akbays35 said:

    @Zarathos said:
    I get the impression that you want to use his power to soften up all the targets and then you just go around m1ing survivours. My only concern is in large maps where survivours are spread out which is the optimum way of playing as survivour.

    Potenetially an anti heal build could work considering how fast legion can injure and chain hits. Im thinking thantophobia, sloppy butcher, colourophobia and distressing might actually have a place in the gangs arsenal. Yes im aware mending is not affected by healing but they still lose a health state and very few killers minus nurse can deal as much damage across the entire team. 

    problem is that it doesn't actually slow the survivors down or stop them from doing gens and spreading out. Survivors actually move faster than this killer when their power is down so they always have a mobility advantage the power barely puts you at the same speed as sb/lithe/or bl so they can still evade a chase, wait till your power goes down and you get stunned and just be immersed for a second.

    I thought legions ms was 110 not lower then survivours 100 ms. If so legion needs a better ms to capitalise on his injured targets because right now downing survivours with his power is too add on dependant and comsumes too much time. Im ok with the stun and power i think the main problem is his ms if he moved at normal killer speed i think that would be reasonable as his power can not be relied on to down survivours. 

    If behaviour want his power to be his main means of downing then behaviour wants his base kit should down on the third hit of his power as you do eat a stun that hides scratch marks. Allowing for juking. 
  • I get the impression that you want to use his power to soften up all the targets and then you just go around m1ing survivours. My only concern is in large maps where survivours are spread out which is the optimum way of playing as survivour.

    Potenetially an anti heal build could work considering how fast legion can injure and chain hits. Im thinking thantophobia, sloppy butcher, colourophobia and distressing might actually have a place in the gangs arsenal. Yes im aware mending is not affected by healing but they still lose a health state and very few killers minus nurse can deal as much damage across the entire team. 
  • Honestly he would be fine if his ms wasn't lower making loops rly hard to play when the survivour is already injured. Because i dont believe for a second this killer is meant to repetadly hit you in frenzy. It simply takes too long to down someone otherwise. 
  • @Zarathos said:

    @Wolf74 said:

    @Zarathos said:
    Tell you what I'm perfectly happy trading noed for ds. Both are crutch perks that have no business being in dbd.

    Stop comparing those 2 perks.
    They are not even similar.
    Where is the mechanic that I can avoid DS from working?

    Dribbling aside from that enduring (its not enough by itself) + drop down i.e. basements stairs or ledge. Then theirs the classic strat which is to slug the ds user. Most of these solutions aren't optimum and sometimes it wont work but cleansing 5 totems isn't convenient either. Seeking out a totem in the end game is not great either as while most maps have crap totem spots maps like the game and yamoka's estate can be really hard to find. Also cleansing dull totems don't count towards lightbringer.

    ok where is the counder so you can't use it at all. Almost all the good perk for the killers have this or you can play around them but DS is uncounderbol

    Read the post properly. I just said enduring and forcing the survivour to drop off a ledge or stairs as they will be stuned for a second. Now this trick dosent work on balanced landing survivours so watch out for that.
    Then as people have said earlier dribbling a survivor to a hook. If their close enough.
  • powerbats said:

    @DarkGGhost said:

    @Zarathos said:

    @Wolf74 said:

    @Zarathos said:
    Tell you what I'm perfectly happy trading noed for ds. Both are crutch perks that have no business being in dbd.

    Stop comparing those 2 perks.
    They are not even similar.
    Where is the mechanic that I can avoid DS from working?

    Dribbling aside from that enduring (its not enough by itself) + drop down i.e. basements stairs or ledge. Then theirs the classic strat which is to slug the ds user. Most of these solutions aren't optimum and sometimes it wont work but cleansing 5 totems isn't convenient either. Seeking out a totem in the end game is not great either as while most maps have crap totem spots maps like the game and yamoka's estate can be really hard to find. Also cleansing dull totems don't count towards lightbringer.

    ok where is the counder so you can't use it at all. Almost all the good perk for the killers have this or you can play around them but DS is uncounderbol

    I never used Ruin and NOED only from 12-1 and most of the time it was cleansed as soon as it activated and quite often it never got used.

    Same idea with devour hope you take a huge risk running both ruin and dh or noed as survivours will be more inclined to do totems. 
  • @powerbats said:

    @Crazewtboy said:

    @DarkGGhost said:
    break the totems ?

    I try but sometimes it isn't possible when it is between totems and generators

    🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️

    Then if you get downed by NOED you've got no one but yourself to blame since it's faster to cleanse the totems than to run around when it's active looking for it.

    Its a risk do you make noed easier to find by leaving all totems up and potetially have killer in a position where he can protect it minus active hex totems (devour for example) or expend valuable time hunting all 5 totems?

  • @Wolf74 said:

    @Zarathos said:
    Tell you what I'm perfectly happy trading noed for ds. Both are crutch perks that have no business being in dbd.

    Stop comparing those 2 perks.
    They are not even similar.
    Where is the mechanic that I can avoid DS from working?

    Dribbling aside from that enduring (its not enough by itself) + drop down i.e. basements stairs or ledge. Then theirs the classic strat which is to slug the ds user. Most of these solutions aren't optimum and sometimes it wont work but cleansing 5 totems isn't convenient either. Seeking out a totem in the end game is not great either as while most maps have crap totem spots maps like the game and yamoka's estate can be really hard to find. Also cleansing dull totems don't count towards lightbringer.

  • Tell you what I'm perfectly happy trading noed for ds. Both are crutch perks that have no business being in dbd. Dont get me wrong both perks do make for some insane play making potential but the power they give is just too much. Changing its tier isnt going to fix the problem both perks have to be reworked and changed. 
  • Nurse gameplay as a survivour is tricky and exciting, mostly includes huging the crap out of trees and doubling back once you hear the charge. Taking left and rights out of line of sight a nurse, trailing your scratch marks and genrally avoiding open areas.

    Had a game where i put this all to the test against a good nurse not a master but a good nurse. It was 3 v 1 so immediatly we were disadvantaged since the bill sucieded at the start. We manage to get two gens barely before the second last person was killed leaving the hatch in play.

    I was injured and the nurse was on me. Chasing me across the map missing 5 consecutive swings as i desperatly searched the map for hatch. Then the sudden sound of salvation the hatch was close and after cirving aroind a tree forcing the nurse to hit off a tree i managed to gain enough distance to get downed next to the hatch and hop in.

    Most of the time the hatch can feel like a free escape but given what I endured and overcame i think it was well earned. 
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