Zertix
Zertix
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/835032#Comment_835032
Yea people that were asking for this are going to regret it. It opens up a new door for tech where you just sprint to the pallet ahead of the survivor, exit phase, and body block it. At least previously you'd have to go around to the other side to do that which was only possible if you had speed/duration add-ons or it was just the right distance.
I'm going to do this as much as I can and just deny survivors every window vault and pallet I can. They will be begging for collision back LOL.
Oh please feel free to do so. I would take this over the undeserved hits due to collision.
Still, I don’t know why you would want to reach the pallet before the survivor though. It doesn’t make any sense when you can just “hit” them before they reach the pallet.
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@bluex said:
Can we get an update already about the servers locations ?
You opened a server in my area "Middle East" which has a very VERY low player base and its like the worst thing ever... I have been getting the same 4 players all day we literally got bored from each other. I know that queue time for survivor is like 7 minutes on EU servers but my location is like 25 minutes just to get the same exact people from my last game and its so bad.
I would really love to select which region I want to connect to like any other game with dedicated servers with a cool down of like 30 days before next region change. I was really happy to play in the German server with no problems at all but now its like the worst thing ever since you opened this server I am stuck in.
As for gameplay wise literally no difference between having a 50ms ping and 110ms ping at all .. still getting smacked 3 feet away from the window after fast vaulting and rubber banding alot as a nurse and also when I was playing killer the game just ended itself. But I have to say dedicated server are getting better than the first test and would love from you to disable it and test it again next PTB.
I am having the same issue as this gentleman. It is nice playing on green ping, but what is more nice is being able to play the game.
Today I queued for a killer lobby and waited for 30 min until I gave up and switched to playing survivor and waited another 20 min and still couldn't find a lobby.
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The point is, with every other killer in the game that has a skill ceiling (such as huntress and billy). You need to dedicate a lot of time and practice in order to be good with them and use them to their maximum potential. These killers only become "the strongest killers in the game" if the player is skilled with them; if you are not skilled with them, then you are arguably as good as wraith. How strong their power is depends on how good you are as a player.
The spirit on the other hand, is one tier below the nurse without the need of such dedication and skill. All you need is a good pair of headphones and very few hours of practice. Because of how easy she is to play, no skill and dedication is required from your part in order for her to be the second/third strongest killer in the game. This is what I mean by "the killer is doing most of the work for you".
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I would like to add that Spirit removes the skill element from the game. Playing Spirit is ridiculously easy compared to how strong she is. You just need a good pair of headphones and a few hours of practice to figure her out. Once you have done that, you can kill survivors that are much better than you at the game easily.
When you are playing Spirit, the character you are playing is doing more than 70% of the work for you. I can't tell how many times a survivor walked right back into me while I am vaulting a window or standing still (AKA the ultimate mindgame) because he thought I was phasing. These are free hits that I didn't work for and certainly didn't deserve.
Playing against spirit is boring AF because of the "lack of play", just like you said. I would rather play against a god tier hillbilly or huntress in Shelter Woods and get my [BAD WORD] handed to me than play and escape against spirit.
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@altruistic said:
Chasing has been nerfed hard over time.
Honestly, I would rather throw a pallet than take a hit.
Keep this in mind. If you throw a pallet and aren’t hit, that’s worth it. The only exception is shack pallet.
If you’re hit and throw the pallet, that’s a waste.
I think you should look at pallets as limited resources. Early pallet drops and playing it safe burns pallets and create dead zones quickly which gives the killer the opportunity the snowball map pressure.
There are many occasions that I would rather take a hit or go down than drop a certain pallet because dropping the pallet would hurt the team more than me going down. Examples:
- If dropping the pallet would create a dead zone. I would loop around the pallet and waste the killer’s time until I take a hit.
- A pallet next to an unfinished generator.
However, I would play it safe and drop pallets early to avoid going down if it is going to hurt the team really bad if I go down such as when there is 1 person on the hook and 1 person slugged and I am being chased.
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If you hear her footsteps, it is already too late.
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One of the main benefits of Dedicated Servers was supposed to be “your connection only affects you” but this is not the case right now. With dedicated servers, it seems like the killer still has the highest authority and final say when it comes to hit registration, but it is worse than P2P since you can’t dodge killers with bad connection.
Survivor queue times skyrocketed from being instant to 5 minutes on average recently. It seems like there is a regional lock that prevents from connecting to the nearest data center which is in Europe. I am forced to play on the East Asian server (Singapore) which is on a completely different time zone and on the other side of the continent. I used to get much better ping and instant queue times when I was able to connect to Frankfurt and London data centers.
It also doesn’t help that there is a rank disparity between me and my teammates. I really hope that the matchmaking gets fixed as soon as possible because it is making me consider taking a break for the first time ever.
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Queue times for me skyrocketed from being instant to 3-5 min recently (survivor PC). I am rank 5 at the moment and my teammates are usually green ranks.
In many occasions, I join lobbies with 4 survivors and no killer, and we keep waiting for a killer to join. If killer queue times were not insanely long as well, I would have assumed that there is lack of killers.
So yeah, matchmaking is not in a good spot.
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My impression is that the killer still has the highest authority when it comes to hit registration on the dedicated servers.
I played killer on 120 ms ping and it felt like I was the host (except some delay while breaking pallets and generators).
So, I think it is just a coincidence or maybe due to rank reset.
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@Kenshin said:
the perk is fine how it is. it was broken on release.
Yes it was broken in its previous state but it is not fine now. It promotes inefficient game play and screws over the entire team if you are trying to get stacks.
To activate it, you need to give the killer 3 free health states in order to get 1. I can't think of any other survivor perk with such a negative effect. Perks are supposed be useful and help you survive the trial; MoM is not doing that.
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It is still too early to conclude anything, wait until the changes go live.
My guess is that Nurse would still be (by far) the strongest killer but let us wait and see.
In addition, the mentality of US vs THEM need to stop in this forum. It is not even funny anymore.
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If it gives you any consolation, it takes a lot of time to get into a game as a survivor as well. You can find a lobby in 5-20 seconds but they take forever to be filled even during peak hours.
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@HatCreature said:
Have you played Killer at Rank 1?
You ever totally trashed even though you tried your hardest?
Ever have all your traps as Trapper get disarmed because someone has Object of Obsession and sees you place down every single one?
Ever play Clown and constantly down everyone, I mean down everybody, breaking pallets, you are dominating, then everyone gets out because the match lasted 6 minutes.
You ever play Leatherface, you know that camper wit the chainsaw who can instantly down you? Do you always win?
My goodness, MICHAEL MYERS!!! He can instant down EVERYONE with 1 shot! Do you have a 100% winning ratio against Rank 1 Survivors who broke your Ruin 10 seconds into the match and never let you out of Tier 1 so you only get to Tier 2 when there are 2 Gens left and then LOL everybody ESCAPES 🤣 You couldn't use NOED because they broke all your totems, they had 4 instant heal Med-Kits and they all left through the Hatch because they found a KEY.
Killers have it so easy, Survivors are the absolute hardest faction to play since the struggle of putting a square block into a square hole.
You are right :)
The statistics revealed by the devs does not support your argument. The weakest killer in the worst map has a kill rate of around 45-50% in rank 1.
It seems like you tend to remember the frustrating experiences (which is normal) and forget the matches were you got 3-4 kills easily.
What you explained happens when you play against 4 very good survivors. If you are playing a low tier killer, there is little to nothing you can do to win these matches. Adding an extra gen or increasing gen times won't help you win those games. The outcome would still be the same.
This would only make playing survivor more miserable and help carry mediocre killers to ranks where they don't belong. Then they will come here to complain that the game is not balanced.
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The new map looks astonishing. The best map that they have ever created in terms of visuals, details, atmosphere ... etc. Kudos to them.
Gameplay wise, it is the worst ever. Playing in this map feels 2 dimensional without any depth. There are a lot of pallets but 90-95% are too unsafe; there is no space for skills or mindgames. It is just holding W for both killers and survivors. The bottom line is, it is BORING.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/694439#Comment_694439
Watch puppers when he streams, he is one of the best on this map.
Anyway the way you use those pallets are like vaults, throw them down and force the killer to use the longer path to come to you.
You have so many pallets to use like this, you can then use balance landing and loop the hell out of most killers
I do watch Puppers; never saw him abuse unsafe pallets and use them consistently as obstacles to slow the killer down, or throw them down and use them as vaults. I also don't think this strategy is gonna work against any killer that has more than 3 brain cells. It is also BORING to hold W and run with no mindgame or skills involved.
Yes this map has a broken room that can waste a lot of the killer time. However, any decent killer will not chase you there.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/694398#Comment_694398
Unsafe is still abuse able, just much more difficult to pull off.
But I'm mainly talking about the double pallet rooms, and the safe pallets combined with window drops without a proper place for the killer to just drop off and cut the loops shorter.
Could you please show me how you can abuse those unsafe pallets against a decent killer. I would be more than happy to learn from you.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/694398#Comment_694398
But between balance landing and strong loops the map is ridiculous.
You can just run from one pallet to the next and use them as obstacles to slow down the killer.
You'll find another one within 4 seconds
I would be glad if you can show me how you can use these unsafe pallets as obstacles against a decent killer without him catching up to you in no time.
In addition, if holding W and pressing space bar is NOW how this game is supposed to be played, I am really worried about the future of this game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/694236#Comment_694236
Again, that’s part of the point.
Now killers have use a solid judgement on what’s faster, whether to break dropped pallets, or go around at the risk the pallet can be used as a vault later in the match. There’s still too many maps where it’s almost 100% better to immediately break a dropped pallet because whether a killer goes round or breaks the pallet, the survivor still gains a large amount of ground, so may as well immediately break the pallet.
Now survivors need to be less complacent about intentionally waiting at a loop point and intentionally allowing a killer to gain ground, and consider that a pallet stun should be a last resort defence, not as a means to waste more of the killers time.
What solid judgement are you talking about? If you are talking about the unsafe pallets (which represent 90-95% of the pallets as a rough estimate), then all the killer has to do is hold W and that is it; no mindgame or skill is needed.
As someone said earlier, I would rather have LT walls where there is 50/50 chance of getting hit if I guessed wrong than these "traps" that you call obstacles.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/88196/new-map-sucks
This is a GOOD thing.
They’re trying to discourage “ring around the rosie” and get chases feeling more dynamic by moving from zone to zone in a quicker fashion, using pallets more as an obstacle, rather than as a “weapon”
This is not true.
Killers don't even have to break the pallets. They can walk around them and catch up to you instantly.
A lot of the pallets are so unsafe that we might well call them "traps".
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Make Iron Will not affected by Stridor.
Remove her collision while phasing.
Change the rarity of prayer beads to ultra rare.
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I don't think the outcome of the match would be different if he did not use addons.
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There is bad blood between me and a streamer from my region. I didn't really do anything to him other than playing a match against him where he played really bad. After this match, he decided that he hates me and every time I play against him, he brings a mori specifically for me.
In one match after getting unhooked, I got stuck/glued to a tree due to a bug. It was at this moment that I knew, I am gonna get MORIED.
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Nothing is confirmed yet. A little bit of communication from the devs regarding this topic would be appreciated @Peanits
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This community never ceases to amaze me.
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The thing that I have noticed when I tried the dedicated servers is that they are inconsistent. Some matches were great, and some were really bad. So at the end, it all depends on the killer's ping. Apparently the netcode (tick rate and lag compensation) is not in a good spot.
Nevertheless, they are still much better than P2P when playing survivor.
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I used to think she has high skill ceiling until I played her for some time. It turned out I was wrong.
Playing as spirit is very fun, playing against her is not.
Getting a perfect 4k with spirit never made me satisfied. It feels like I am cheating.
She is one of the only 3 killers that stand a chance against 4 very good survivors. She is very strong but only overpowered with certain addons.
Her ability has no reliable counter play. I believe removing her collision while phasing and changing the rarity of prayer beads to ultra rare would be healthier for the game. Other than that, no nerfs are necessary.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/646219#Comment_646219
His "chasing" ability looks like Billy's chainsaw at short distance, but doesn't oneshot. Easier to use, though. Countered with old good looping and break of sight.
I think it is still far too early to conclude anything. Let us wait.
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I think the new killer is promising. He is definitely not gonna be a top tier killer but he is not trash. We should wait to see where he stands in the tier list. He has good map control and an ability that is supposed to help him in chases.
I also like the new perks. They are not gonna find their way into the meta but they are useful, interactive and changes the dynamics of the game.
We are also getting a new indoor map which I assume was designed by implementing the new map design philosophy (similar to Badhams Preschool).
I think you should wait until the chapter is released before making any judgments. I am personally very excited for this chapter.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/639682#Comment_639682
Boi if you're really complaining about spirit fury enduring you clearly have few hours. I'm sorry i have to spoil my previous bait, but survivors can easily work out around this combo and still loop efficiently, unlike most of the killers could do with old MoM.
Boi you either did not read my comment or don't know the difference between giving an example and complaining.
OP said “didn't need to be so broken that it gave you a free hit”. I said SF is a killer perk with similar effect and it is still not broken. Old MoM was absurd, but it can be reworked to be in a balanced state similar to SF.
Yes SF is not overpowered or broken and you can play around it. Even someone with a few hours in the game know this.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/639561#Comment_639561
It didn't need to be so broken that it gave you a free hit either.
Sprit fury gives you a free hit. On killers with instadawn, it is a free hook. All you have to do is break 2 pallets. Is it broken?
While I agree that the old version of MoM was broken, but the perk was over-nerfed. The perk in its current state is the worst survivor perk in my opinion.
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@xmenfanatic said:
I didn’t realize the desire is so high, but I hope they don’t change her since she is such a fun killer to play and excited to play against as survivor
I am personally not asking for nerfs even though I am arguing against her. Yes she is a very strong killer with no reliable counterplay but she is not broken. She still obeys Dead by Daylight mechanics unlike the nurse.
Removing her collision while phasing and making Iron Will not affected by Stridor would make her less frustrating to verse. But she can stay how she is right now.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/635056#Comment_635056
NO
That's not how that works
If something is a guessing game in this sense for one side then it MUST necessarily be a guessing game for the other side as well.
If the Survivor has to guess then the Spirit ALWAYS must guess, no matter how much information they have.
This is because during a mindgame the correct option for one side is based off of the other side's prediction of you.
The Survivor is trying to predict your next move and is acting based on it. (or your previous move in the case of fake phasing)
You as the Spirit are trying to predict what the Survivor's prediction of you will be in order to decide your next move.
Since the Survivor knows that is the case that means he needs to predict your prediction of his prediction and so on.
This is true for any and all mindgames. Since you are trying to predict their NEXT move that means you could straight up remove the invisibility aspect and STILL have mindgames sometimes (but not nearly as often).
Your argument is flawed.
I don't wanna sound like a broken record by repeating my self but spirit does not need to guess. Why would you guess if you have a lot of information about what the survivor is doing?
I am amazed by how many people here are convinced that spirit-survivor interaction is a mind game. IT IS NOT.
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@mcNuggets said:
https://forum.deadbydaylight.com/en/discussion/comment/633290#Comment_633290
No there is not.
The spirit has to guess and you as survivor have the same tools to mindgame, as the spirit.
There is a huge mindgame going on, all the time, but you can't win it by putting down a pallet.
No, this is not true.
If you are guessing as a spirit, you are doing it wrong. From the survivor perspective, it is like flipping a coin but the odds are not in your favor. From the spirit perspective, you don't need to guess at all. Just stand still for a few seconds and react to what the survivor is doing.
Spirit has many tools to track you down: grass moving, collision, breathing, grunting and scratch marks. The survivor on the other hand has zero information about the spirit.
I have been playing spirit a lot lately. The only time I need to guess is if the survivor vaulted a strong window and doubled back or not.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/633810#Comment_633810
Nothing in this game takes skill except Huntress and Nurse (although it is more muscle memory).
Nothing on the survivor side takes skill.
Nothing on the killer side takes skill.
Doesn’t take skill to rev a chainsaw, or vomit, or stalk, or moonwalk, etc...
Point is that barely anything takes skill. This game requires little if any.
I can't tell if you are being sarcastic or not. The desire to improve and get better is one of the reasons why people keep coming back to play the game more. It is one of the reasons why the game is still alive after 3 years. You can't improve at doing something if does not need skill.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/625541#Comment_625541
Billy's only real asset his his map pressure and Instadown. Any mediocre survivor can make a Billy miss his chainsaw. Your curving aspect sadly works as well as Huntress in a straight line. Again any mediocre Survivor can dodge it. Baiting a Billy is not hard or even challenging. You dont need statistics to see the fact more people DC against a Spirit then a Billy. If you really play both sides then you knew this already and either are hoping your argument will change people's minds.
Problem is without Perks and Addons Spirit is superior. She has a higher skill cealing then Billy will ever have. Leaning on the fact that Billy has 115 ms and a instadown wont give you much room.
With Perks and Addons she can be superior to Billy as well. She can have a build that can easily take a survivor down within seconds. Not Billy's instadown speed well at least without perks.
Problem for Billy is he is simple and straight forward in his design which leaves a lot of room for counterplay. Yes a good Billy will shine and do amazing, but a good Spirit will outdo a Billy. You keep mentioning her power cool down, but funny thing is. I have been playing her since release and I dont run power duration or recovery and have never had a problem with her power and downing someone.
The simple thing is Spirit has a higher skill cealing then Billy. Yes Billy is well rounded and can do the job, but a good Spirit will keep learning new tricks and new strategies to improve due to her vastly higher skill cealing. You act like looping a Spirit is a common and easy thing yet almost everyone in this thread disagrees. Billy is easier to loop and deal with then a Spirit anyday. You could honestly flesh out all the Tips and Tricks for each of these two killers. Billy's if he is lucky will be a full page and a half. Spirit will have a full blown essay and still be missing stuff.
TLDR: Billy's Skill Cealing is Quicker to reach then Spirits Skill Cealing. Billy can Carry you where's Spirit is only good as the person playing her.
A mediocre hillbilly is as good as any other m1 killer, but with high mobility. A great hillbilly on the other hand is a different story. He is the one baiting mistakes, not the other way around.
A lot of people DC against spirit because she has little to no counter play while hillbilly is fair. People DCed against old legion more than spirit and nurse combined but still that does not mean he is stronger.
Spirit is better than hillbilly in chase potential while hillbilly excels in every other aspect. He is also not helpless in a chase, even against the best survivors. The only way to stay safe is by dropping pallets like a potato. He has the potential to creat dead zones very quickly meaning that he is more dangerous as the time passes.
Whether spirit or hillbilly is better, the difference between them is not significant if you look at the whole picture and not only chase potential.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624625#Comment_624625
Too bad good players can still pallet loop Billy into oblivion, but what do I know having ony 2700 h in the game.
I am assuming you are exaggerating, right? If you are talking about a mediocre hillbilly then yes. He is just an m1 killer who can be looped into oblivion. But a great hillbilly? I am not so sure. I mean, I have seen one of the best loopers in twitch die against Battleguy (amazing hillbilly) multiple times live on stream; the chases did not last that much.
If you compare the two killers only based on their chase potential, then yes spirit is 100% better, I can't argue about that. In the same time, it does not mean a great billy is helpless in a chase. He also end chases quickly but not as fast as spirit. In addition, he excels in every other aspect.
The bottom line is: spirit has insane chase potential, there is no safe tile against her while Iron will greatly affects her ability to track injured survivors. Billy on the other hand has instadawn, good chase potential, insane map pressure, create dead zones quickly while some maps [bad word] him up really bad.
When can disagree on which killer is better, but the gap between them is not great. I am personally more tilted towards billy being overall slightly better.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/622628#Comment_622628
With Engravings Billy's charge time is even longer. So windows are even stronger against him than usual. So you can still abuse strong buildings like the ones from Disturbed Ward and Ironworks of Misery against him, even easier when he has Engravings add-ons.
Strong buildings are strong against all killers except nurse. Even spirit can't phase walk throw windows.
To compensate the slower charge time use engravings + thompsomson mix or,
engravings + carburetor tuning guide or,
Use double engravings and start your chainsaw early if you want to curve/drift around a loop.
The thing with engravings is that you move so fast giving the survivor no time to react or even make it to the corner.
Watch the video to have an idea of what I am talking about:
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I have a different opinion than most people here. If we exclude prayer beads bracelet from the discussion since it is one of the most broken add-ons in the game, and if we assume the player is really really good:
Hillbilly vs spirit: naked; without perks and add-ons. Spirit wins.
Hillbilly vs spirit: with perks and addons. Hillbilly wins with a small margin.
A lot of people say billy can be looped. A very good billy who can reliably curve/drift around loops with spirit furry, enduring, bamboozle and engravings add-ons (which is a very common build) is not loopable. The only way to protect yourself from being chainsawed is by dropping pallets like a potato. Billy can force early pallet drops, create dead zones very quickly. With his instadawn, there is no room for mistakes.
I played against very good billies myself and watched streamers (very good loopers) go down to good billies in seconds.
This is just my opinion which is not set in stone.
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@Omans said:
There is a time and a place for self-care. Sometimes you should rush gens, sometimes you should heal. Especially if you are not running adrenaline, it can be a death sentence to not be healed at the end game, depending on the killer, number of survivors left, map, etc. There are too many factors at play to say that not healing is always the right thing to do.
I bring self-care. Sometimes I use it 0 times a game, sometimes I use it more than once. With good game sense it is a very good perk.
I agree with this 100%. Not healing just for the sake of "not healing and rushing gens" is sometimes a bad move and an opportunity for the killer to snowball. Not healing should be a calculated risk, a decision made based on the circumstances of the match (how many gens left? Do you have adrenaline? how many survivors left? is it a killer that can get free first hit? is the killer spirit or nurse? are you in a safe spot of the map? are you dead on the next hook? is the killer running sloppy butcher and/or thanatophobia?). Usually self caring is not really worth it.
I used to bring self care but I realized I don't use it most of the matches. It is a good perk and useful in some situations but still does not justify a perk slot.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/620824#Comment_620824
Can't really agree there. Sprint Burst has just as much of a "skill ceiling" as Dead Hard as you have to learn:
- how (and when) to use it to bait a hit without getting hit (I often do use it to bait a hit so an injured teammate can get away).
- when and how to effectively 99 it allowing you to run everywhere.
- where to Sprint Burst to in order to get the most out of it. I've seen many people literally run to the first pallet in sight basically wasting Sprint Burst completely even though it gives you a solid head start of 18 meters.
- how to use it to 360 a killer and quickly finish a 99% gen (I did this many times against Hillbillies charging their chainsaw).
I used Dead Hard for like half a year myself. I know it can be used to extend loops and it does feel satisfying if it allows you to make it to that vault or pallet but overall I just think Sprint Burst is more versatile and more consistent especially since killers can't just "wait" for you to use it making it useless many times.
Here's one of my recent survivor games with Sprint Burst against new Freddy (rank 3 p3). Take a look at the end of my 4 gen chase. He was about to carry me to the basement and Sprint Burst literally allowed me to zoom all the way away to the main building eventually allowing me to escape pretty easily.
What would Dead Hard be good for in that situation? The gate was literally on the other side of the map...
Sprint burst is a good perk. There are SOME situations where it outshines any other exhaustion perk. A good example is the video you have posted. It also allows you to work on unsafe generators where there are no pallets or windows nearby.
However, Dead hard is just better in my opinion. It grants you a second life if used correctly. It is the best perk against the nurse (which is the most used killer in red ranks). It allows you to be greedy with pallets (which is good for people that look at pallets as a limited resources that need to be conserved). When you mess up during a mind game, it grants you a second chance which is a big deal if you are a good looper.
Generally when we say, it allows you to make it to a pallet, we don't mean at the beginning of the chase but DURING a chase. Usually good survivors keep themselves in a good position most of the time and therefore they don't need an exhaustion perk in order to make it to a safe spot.
At the end, it is a matter of preferences and the best exhaustion perk depends on your play style. But dead hard is definitely not the second worst exhaustion perk. It is one of the most used perks in red ranks for a reason. Personally, I think it is the second best survivor perk after adrenaline.
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To be honest, I am seeing a lot less DCs compared to months ago. It is playable (at least in purple and red ranks).
Dedicated servers are coming very soon and with them, the DCs issue should be resolved.
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There are some balance issues but not to the point where you need to quit. Not unless you constantly play against the depip squad, instaheals, 3 blinks/omega blink, prayer beads or eboni mori.
I mean, it is an asymmetrical game; it is as balanced as it can be. Some tweaks can be done but it will always be unbalanced.
The community is very toxic indeed. I just played a game with 3 SWF, and I was solo queuing. I took two hits for a Dwight (who was dead on the next hook) who later body blocked me in a corner. After being body blocked for 2 minutes, hillbilly came, chainsawed me, and then camped the hook.
You really need to grow thick skin if you want to enjoy this game.
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@Trapboi34 said:
The one thing I would revert is definitely the legion "rework" he certainly was in a bad state, being completely uncounterable with Frank's mixtape but now he is trash tier, and painfully boring to play on both sides. His power is so awkward to use its like "should I stab this meg once and exit feral frenzy and restart the whole chase? Or should I run across the map to this killer instinct icon and probably get kicked out and stare at my hands for 3 centuries half way there? Because if survivors have half a brain they will spread out against legion and they can't do anything. Why is it when legion actually gets 3+ survivors with feral frenzy like intended, they still get an absurd stun time when exiting. It should be reduced for each survivor hit so you can actually down somebody using your power. Oh and survivors will NEVER bleed out from deep wounds..... It just doesn't happen now. Legion should be rewarded for injuring multiple survivors, that's what they're good at, punishing clumped survivors, but he gets jack because everyone runs self care, the mending timer barely goes down anymore, and if you are trying to hit an injured survivor...... You have no power...... All you can do is m1. Legion needs half decent add-ons, reduced exiting time from feral frenzy for the second+ hit, and some kind of fix for the bleed out timer.
Current legion is weak, but reverting him to how he was is a big mistake. Old legion is the worst thing that ever happened to Dead by Daylight.
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Dead hard is the most used exhaustion perk in red ranks for a reason. This perk saved my life more than any second chance perk.
And no, you are not supposed to bait a swing using dead hard.
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PATCH NOTES 3.0.0:
"In addition to Killer swing animations matching their hit distance we have also added swing VFX to mitigate when hits looked like they should have missed targets when in fact they found a target and hit."
The game does not feel smooth as it used to be after implementing this change. Every time I vault a window and the killer swings, the game stutter for a fraction of a second. Sometimes I get pulled back a little bit. When there is a little bit of lag and I get hit, I see the killer pulled towards me to make the hit look more convincing. @Peanits is there a plan to revert this change when dedicated servers go live?
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I don't agree with some of the changes, but the devs know exactly what they are doing. Most of the changes are in the right direction.
So yeah, they are doing a pretty good job so far.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/615989#Comment_615989
No it’s not a joke.
- survivors don’t want gen times extended.
- Survivors can exploit the time a killer is in a chase to pop gens off like there’s no tomorrow.
- Survivors currently in chases are already given MASSIVE extra chances to avoid a second hit due to the stupidly unnecessary weapon cleaning animation, their adrenaline boost, and don’t even get me started on DH. I’m not saying remove the attack cooldown and adrenaline entirely, just slightly reduce how punishing they are on the killer for just doing their job.
Is there anything that the survivors have or do that doesn't bother you?
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Yeah camping works more times than it should.
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@zaozaoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/614050#Comment_614050
For those walking killers, especially M1 relying killers, they could rarely got one hook one down situations.
In another words. Drop a chase back to tunelling is the only thing to do to restain the survivor's repairing.
keep chasing you means the hooked person got freely saved and soon 3 survivors start to repair gens. Go back means another two person have to stop their repairing to save the hooked one. The round time extented means you all 4 got more chance to compete with the killer.
you should know there still be a upper limit for those walking killers, it is not a case about play time.
I'm also a 3000 hours player, what I would do is to give the survivors the best experience as I could within my control. But if the game intense is under control of the survivors. I could only say sorry for I was going to take any cost to ensure that there will soon be a deplation between survivor teams. Then if the game intense back to my side, I will ensure your game experiences later.
It seems that we have different opinions on how to create map pressure. I think that, one person on the hook, one person is healing, one going for the save and the forth one being chased is the ideal situation for a killer or,
One on the hook, one slugged on the ground, one is being chased and the last one going for the save. In this scenario, no one is doing any thing to progress the game forward.
Tunneling is a strategy that may or may not work. If the survivor being tunneled know how to loop, was unhooked with BT or had DS, then you have lost all your map pressure by going back to him. This is why if you tunnel, don't complain about gen rush because you did nothing to keep the survivors away from the gens.
A killer with thousands of hours, dropping a chase to tunnel one person is disappointing because he don't have confidence to end the chase quickly and maintain his momentum.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/614050#Comment_614050
Dropping chase on someone youve spent too much time on to interupt a heal isnt a bad idea. Im not even saying to chase down the person who was just unhooked. Keeping ppl injured is a good way of keeping up pressure.
Yeah I agree. Dropping a chase if the survivor is a very good looper who is in a strong position is a good and smart move if you are playing to win. However, a killer with thousands of hours playing a top tier killer, dropping a chase randomly to go back and tunnel an unhooked survivor make me disappointed.