Zaytex
Zaytex
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- Zaytex
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Comments
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They need to remove perk tiers, it's so pointless and makes no sense.
But they'll never do that because they want people to play their game as much as possible.
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It's actually a bad idea to stick together on generators as the Killer's ability to pressure survivors becomes significantly easier. If 2, or even 3 survivors are on a single generator and the Killer interrupts them, he's occupying 75% of the team and has the chance to down all of them depending on the perks or killer they are using.
It's more efficient for survivors to stay alone and do generators since the Killer can't pressure everyone and finds it much more difficult to snowball the game.
If you dislike survivors grouping up on generators, Discordance is the perfect perk to counter it.
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@En3ermost said:
Clown has bigger boobs than every female survivor except Jane.
J I G G L E
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As I said before, hatch needs to stay as it only activates when the Killer dominates the survivors.
I'd argue some gates need to be closer, as killers with no mobility or detection power/perks have a pretty bad chance to monitor both doors at once before the survivor can open one can get out.
Gates in the situation where hatch is closed and its a single survivor should be all about the survivor tricking the Killer into thinking they're doing one door, or going to the other, not just getting out because the doors are 20 years away and physically impossible to defend.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1792639#Comment_1792639
There is a difference between “fair” and “pointless”.
what aspect do you find fun about a -completely- empty area with literally nothing to use and nowhere to go? What’s the thrill? Holding W and clicking M1?
It's not always about fun, its about balance.
Let's look at it on the other side. Survivors always have one guaranteed strong structure, being shack, and depending on the map, have a couple of more safe loops or jungle gyms
Ormond for example, has Killer Shack, and 3-4 strong jungle gyms around the map to use, which are relatively safe for the survivors. (Unless its Nurse or Spirit, but they're just stupidly strong)
Now playing Killer against a survivor who uses these strong loops is "not fun" at times because if they're pretty good at looping, it takes so long to down them and sometimes can be even throwing the game as all the other three survivors are doing generators.
If survivors have safe or strong loops/structures on a map, then they need to have unsafe/weak loops to compensate, that's balance and fair to both sides.
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No.
The Survivor(s) failed to complete their primary objective (generators) and on top of that, have a chance to escape the game through the hatch mechanic.
If you're in a situation where the EGC has begun and your the last survivor running from the Killer, you got considerably outplayed and deserve to die.
Imagine if Killers just got a free kill, the equivalent of the hatch mechanic, there would be uproar, you already have too much.
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I agree with this idea. The end-game needs to be more dangerous for survivors, adding regression to the gates would add a level of urgency for the survivors to at least open the gate, allowing Blood Warden to be used more.
If regression is added to the gates, new perks could be added, maybe a gate version of corrupt intervention, ruin and surveillance?
I find end-game perks so fun (e.g Blood Warden) but the inconsistency and the easy, non-threatening nature of leaving the gates at 99 just removes the chance to even use it against good survivors.
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I don't want to sound nasty but it sounds like you find these maps boring because they're more fair to the killer and don't have thousands of safe pallets like Ormond did.
There should be some part of the maps that are more dangerous to go to, it gives the Killer an opportunity to actually down you unlike old Ormond which was one giant loop, whilst most of the pallets now are unsafe and can actually be mind-gamed
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1791045#Comment_1791045
This is called bad game design. Same thing with the lockers.
This wouldn't be a problem at all if everyone would be fair and not doing it. But since there are always some toxic guys....
It's not toxic to kidnap Victor and deny the Killer their power, it's just very effective and there is no reason for the survivor to not do it.
It's like playing against Plague; not cleansing against her isn't toxic.
I don't think the developers realise the Plague is one of the least, if not, the least played Killer because the most fun part of her kit is at the complete mercy of the survivors whether you actually get to use it.
A Killers power should not be controlled entirely, there should be fair ground, like how healing against Oni or cleansing Demogorgon's portals is a thing.
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Ormond fixed now, time for Haddonfield to be my DC map.
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I don't see how a Killer with insane mobility could even be bad in the first place, especially when you can use it at certain loops to deny survivors getting to pallets.
The Twins though.. yikes
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Pharmacy as a stand alone perk is just an inferior version of Self-care as It lacks consistency.
People hate on Self-Care all the time and it seems like the popular thing to do, but it's still the best healing perk if you want to have self-heal on demand.
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Autohaven is pretty much the same, just better graphics.
Ormond looks much better and is a lot more fairer map now.
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Survivors should not even be able to kidnap Victor.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1790234#Comment_1790234
Not according to the devs own stats.
The kill rate is low for Nurse because she's one of the most difficult Killers in the game, so the average player is going to struggle a lot and underperform in comparison to other Killers.
But when she's used properly, no other Killer is better than her.
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@jakl said:
I've spawned in the terrain almost every match at least once, and I'm careful not to leap cause it can bug out and lock me as victor permanently.
I'm not here to complain, I actually wanted to say the Twins ARE OP, at least when not bugged.
My strategy:
1) Injure all 4 survivors ASAP
2) Switch to Victor
3) Down them all quickly using his insane movement speed and blood tracking.
4) Profit
Since I started using this strat I havn't lost. (All my matches were as a rank 1 killer too)
I mean.. Good luck injuring survivors as an M1 Killer if they get a half decent map and play extremely safe around pallets.
You'll lose generators before you even down any of them.
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Coldwind or Haddonfield.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1790236#Comment_1790236
I know, but imagine the combos with Dwelf
The new bottoms with Dwelf Hat and jumper will be soo cute
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Evil Within 1 needs to be much easier to get out of. Myers has the weakest map pressure of any Killer at the beginning of the game since he has to dance with survivors for so long to even get enough stalk to get out of it.
Make it so a hit in EW1 automatically upgrades you to EW2, or it lasts like 30 seconds or something.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1790220#Comment_1790220
If only it wasn't linked
I mean't seeing it in game instead of in a video where he's in one position for five seconds.
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She's still the strongest Killer in the game, so assuming you're pretty good with her, Nurse mains have it good.
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Any killer with Ruin, Undying and Tinkerer is pretty strong against solo survivors, if you're pretty decent at the Killer mechanics.
I pretty much 3-4k every game because of it, unless the survivors are pretty efficient.
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They're good, although I'm interested in seeing Dwight's costume compared to Dwelf. I really like the look of this one, but I also love Dwelf..
Oh to be a Dwight main at Christmas..
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If they really cared they would've listened to the feedback on the PTB and worked with it, or postpone the chapter to improve it.
This just screams "Give us your money"
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Make it global with a 40-60 cool down, triggered by all hits.
Surge only blows up generators that are not being worked on, giving Killers awareness of what generators are being done almost like a counterpart to thrilling tremors.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1790107#Comment_1790107
That one kill, which you very much deserved 99% of the time, is the difference between 1 pipping and 2 pipping, or between black pipping and 1 pipping. A large chunk of the player base sees pipping, or at least ranking up, as a win. Are they all chop liver to you?
Rank really doesn't mean anything in this game.
The only thing it correlates to is gameplay time, not actual skill since even potatoes who play long enough can get to red ranks. Plus, matchmaking puts brown ranks with red ranks sometimes.
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It's a good combination but the cool down makes it pretty useless IMO.
80 seconds is an entire generator and if you're relying on the information you get from Opression/Surveillance as a combination late game you're just going to outright lose against good survivors who pressure the last gens from both sides either way.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1790071#Comment_1790071
Well why not? Why can't a killer open the gates any time? If a killer gives up, they can almost immediately end the game instead of waiting 4 minutes for the gens to get done.
Introducing a non-punishable "I give up" option is just a bad idea, sure survivors have it in the hook mechanic, but it was clearly unintentional and I'd even argue removing the option to struggle in second stage and rather, have the game force you to struggle by default should be something implemented.
There's been many games where I've wanted to give up, but didn't because sitting in a corner for 3 minutes is a waste of time for both sides, so I'll continue playing and end up getting a 2-4K, thanking myself that I didn't give up.
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-Kidnap Victor, making Charlotte an M1 Killer for 45 seconds.
-Stick with another survivor, Victor is useless against survivors who stick together.
-Intentionally run far away from Charlotte when being chased by Victor, so if he does down you; there is a chance you can be picked up.
-Perks like Spine Chill, WGLF, Tenacity are great against Charlotte and Victor.
-Move unpredictably and immediately run to kick Victor once he's vulnerable after missing.
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I mean hatch only activates when you've killed the other three survivors, which 99% of people will agree once that has been achieved you've won the match as Killer since hatch is just a luck mechanic and has no equation to skill, even if the survivor gets out.
I think its fine and I'm a Killer main.
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It's dumb that survivors can kick Victor when he lands a successful attack, it basically promotes survivors sticking together as Victor becomes useless if you're with someone else unless Charlotte is close by.
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This is unacceptable. There is no excuse to release unfinished content, with multiple bugs along with ignoring feedback from the PTB.
This isn't some small ''indie'' company, they're a multi-million company now and this is the best we get?
Disgusting, I'm not buying it with auric cells.
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There is no counter play to a Pyramid Head, assuming he actually knows what he is doing and is good at the Killer.
It's just like Spirit, Nurse, or Deathslinger, there's no survivor input and it all comes down to the survivor praying that the PH misses, that's it.
All these comments suggesting that you do this and that, sure, it might work occasionally and against PH who aren't playing him optimally, but once you go against an optimal PH, there's nothing you can do.
All a PH has to do is put his sword into the ground, if the survivor doesn't drop the pallet, he simply takes it out because the cooldown is almost non-existent and gets a free M1. If you drop the pallet, he uses his power and hits you as your dropping the pallet. Additionally, he can place a trail around the loop and force you into it, or out of it. If you run out of it, he gets a hit, if you run into it, now he can send you to his cage and negate DS, allowing him to tunnel as you now have to defence against it. Oh, and did I mention his trail effects last the entire game on you?
He's not as good as the other three killers I mentioned, but the same core issue is prevalent and telling survivors to find a new way to fight against him when in reality, the only defence survivors have is pallets and looping, is stupid.
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@MythMage said:
So, now survivor mains are also getting frustrated with the game? Dunno if I'm happy because BHVR will have to do something real soon, or if I'm sad because Killer queue times will go up.
I'm not a survivor main, I played both roles pretty evenly but now I'm floating towards being a Killer main. Survivor is just getting frustrating to be honest. Is it entitled to want to have a fun match? I just cannot have that against a Nurse, Deathslinger, Spirit or PH every game who camp or tunnel.
Where's my Bubba, Wraith or Demogorgon players? I love playing against them..
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@Witherrr said:
I always kinda thought this, even though i think deathslinger is more oppressive huntress does have the same problem where up close there's not a lot survivors can do. All i can say is people who think a huntress is forced to charge a hatchet in order to hit someone has never gone against a good huntress who when point blank aims at the butt of the survivor and immediately releases the hatchet and since the butt of the survivor hitbox barely changes when they change direction there's almost nothing you can do. Not to mention she is almost immediately able to m1 or throw another hatchet after hitting a survivor with a hatchet, even faster with addons, and almost guarantee a second hit immediately. It's pretty much the same thing as a deathslinger with save the best except she already has it built into her kit, and if there isn't say a vault anywhere near you you're pretty much instantly dead. Mean sure you can try to "dodge" That refrigerator of a hatchet but if they aim at the butt and you haven't found a place to hide behind by the time she charges the hatchet she's gonna just about always hit you. They both definitely share a flaw and it's that they're ranged killers and that they just don't work in a game like dead by daylight, especially with the way devs design maps.
That's what I am getting at. A good Huntress will always hit you unless there is an immediate safe loop or structure nearby. It's the same problem where in certain situations, there isn't anything the survivor can do besides pray the Huntress misses.
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It's strong and annoying, sure, but it is easily counterable.
If you see it every game, bring a map or Small Game and find the totems. You'll find them so fast and get rid of 2 Killer perks in a minute or two.
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She should be able to recall Victor back immediately, putting a cool down on a Killer's power is stupid when it is already weak.
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Everyone (including myself) who plays Felix seems to be incredibly gay and play him because he's hot
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Only the person carrying the key can escape through the hatch.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1784015#Comment_1784015
Deathslinger can get you on a lot of the common low wall loops you'll find on mcmillan or autohaven
That's if the pallet isn't dropped. If it is dropped, then unless the loop is incredibly short, he doesn't have enough time to pull you around with his chain for the hit.
If the loop is so short where he can pull you around, then it's just a very unsafe loop and he's better off just going for the M1.
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Depends on the situation, but it does place the survivors in a hard situation. If you play it correctly, you can either kill the hooked individual or force a switch, or even a 2-man basement hook, which guarantee's the win.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1783999#Comment_1783999
If you aren't nearby any covers or loops you are dead no matter what killer you face anyway.
Pallets with huntress are just 50/50.She either throws a hatchet or she M1s you
Except with a killer, like Myers (for example), you can still run forward and gain distance to a loop or a pallet if it isn't a total deadzone.
Even if it isn't a dead zone, unless there isn't an immediate safe loop/structure in the next 3-4 seconds, she will do the technique I described and get a free hit.
It's the same issue as Deathslinger has, but for some reason, Huntress goes under the radar, probably because no streamer/youtuber has yet to complain about it or even mention it.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1783999#Comment_1783999
you don't have many hours do you? pallets are a 50/50 with her, deathslinger can negate pallets way better than huntress and at a lot of them he can even shoot you at the dropped pallet and still hit you.
My hours have nothing to do with this conversation.
Deathslinger can only ''negate pallets'' when the loop is so short to the point where any basic killer can just walk around and hit you. Huntress can hit you over the pallet and loop if it's short enough, deathslinger cannot.
The core argument is still that Huntress is just like deathslinger, hold your weapon and get free distance into a hit.
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@OniWantsYourMacaroni said:
Nope.
Huntress has to ready her hatchet first and get it to max charge (if the hatchet isn't max charge then it makes it easier to dodge).This already gives the survivor quite a bit of time to react.
Also,she can't do it the whole time because she's losing distance while holding her hatchet deathslinger however even gains distance on you because he doesn't need to hold his gun all the time in order to shoot you.
Except she holds it and your forced to dodge side to side repeatedly in an attempt to dodge, so you're not getting any distance whatsoever. If you walk forward straight instead, she gets a free hit.
No matter what, if there isn't any nearby cover or loops with high cover, the Huntress just has to hold her hatchet, gain distance and gets a free hit. It's not as bad as Deathslinger's instant scope on you, but at least he doesn't negate pallets entirely.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1783252#Comment_1783252
That is... quite a hot take. I'd say he's 100% an A tier killer, especially on the higher side, but top 3? I disagree. I personally believe Hag takes the #3 spot. Freddy probably takes #5, right behind Blight.
Hag has counter-play, as does Blight.
There is no counter play to Freddy's teleport, or his snares around a loop. It's like Clown, you drop the pallet extremely early or get hit. His teleport can't be deactivated and the free mechanic he has to put survivors asleep with the clock on the UI grants free slow-down without doing anything and the only counter-play is to walk across the entire map in a meta where ruin removes an entire generator's progress in around a minute.
He's stupidly strong and is the easiest killer to use.
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Freddy shouldn't have a free method of putting survivors asleep into his slow-down add ons. Remove the ''time'' mechanic and ensure survivors are only put into the sleeping state once hit by Freddy.
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Freddy is low-key OP and insufferable to play against.
-Teleport ability that is Demogorgon's power but even better and has no counterplay.
-Snares which are just as powerful as Clown's bottles and force early pallet drops or you will get hit.
-Slowdown mechanic that takes NO effort on Freddy's side to activate, and he can bring add-ons to slow down the gens and the game so much without any effort to activate.
He's easily the third strongest killer in the game, only slightly behind Spirit in my opinion. He needs changes.
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You don't even need totem perks to counteract ruin and undying.
Bring a map instead of your purple med-kit or red key with the add ons to increase tracking range and allow teammates to see what you're seeing and totems will be getting cleansed very fast.
There are counters to this combination of perks, unlike DS/UB together which just has no counter.
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I've been against many survivors with multiple toolboxes and generator perks like "prove thyself" and go out of their way to focus generators and sometimes even forgo altruism (e.g let someone die, reach second stage hook) to just rush the gens.
If they do that, I would call it gen rushing, or the equivalent of tunnelling for example, but anything else I wouldn't really constitute as gen rushing.