_Onyx_
_Onyx_
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It's a AOE power. You don't need be deadly accurate with it to get the rewards from it. Once you've played more you'll learn the distances with the projectile and you will be scoring direct hits that land at the feet of the Survivors causing Hindered and damaging them
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I love this Killer. I have loved every minute of playing as it. The combination of his projectile and teleport allow for so many cool variations in play. You can go from a long distance chase to being right on them, it's very fluid.
The AOE through walls is especially beautiful. Being able to predict movement and get rewarded for it is such a great feeling.
I can't wait to sink many many more hours into this character and discover unique mind games with it.
I haven't played against it yet, but I'm sure I'll have a blast too, I love going against Slinger and Huntress so this thing should be an enjoyable experience too.
I have also just looked at the cosmetics for it...The Eyeless Woman is perfect. On a whole, the alternate colours for this character seem pointless imo, The Unknown has such an amazing base aesthetic that switching up the colours isn't as good as it on say, Trickster. But the change in form skins, like the Woman and Cheerleaders are definitely the ones that draw the eye more. Make more skins that are like those, the ones that change the body it's wearing.
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How long have you been playing?
Doc is far from OP. You can counter his Static Blast by getting in a locker if you're inside the Terror Radius. Or you can run and get out of the Terror Radius.
His Shock Therapy, if spammed, loses The Doctor distance in a chase. You can counter his power by predicting he is gonna go to one side after the Shock so you put the pallet on the other in between him and you. Or you can leave it up and switch up your rotation to extend a loop. He has lots of counter play
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Yes, 100% agree
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@SidTheKid__TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673202#Comment_3673202
mostly because i don’t pay attention to what the meta really is i just use perks that best fit my gameplay like i use lithe because i see windows as an opportunity to get further distance from a killer
Fair enough, and that is the way you should play. Play the way you want to, use what you want to etc.
But, when talking about the meta and your opinion on it, I would say you probably should take a second to learn what the full meta is and why it's meta in the first place. Because there are a lot of opinions on the forums, from the lowest experience to the highest experience.
I'll do my best to give you my perspective because in my first response I was a little short with you: (I play at high/mid level MMR btw)
The Killer loadout of Grim Embrace, Pain Resonance, Dead Man's Switch, Corrupt Intervention is chosen because it allows killers to feel like they can get the least efficiency out of Survivors in different phases of the game. Corrupt Intervention allows the first chase to happen with minimised repair efficiency. Pain Resonance and DMS gives regression and intel to the Killer and Grim Embrace provides a breather to patrol and check the state of the repairs in areas they want to ideally defend. The build essentially allows Killers to apply a pressure to Survivors objectives which they normally wouldn't have access to.
I will also say this, there is no reason why a single gen cannot be repaired, against any Killer with any team calibre. The Killer physically cannot be in 4 places at once, if all Survivors split up.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672969#Comment_3672969
I’m not reading all of this but one thing I did see that I will comment on is that ds is a horrible perk if you were to complain about that garbage perk as it currently is all I get from it is that you love tunneling people quite literally make vids, TikTok’s and memes on ds being “overpowered” after they get a down almost immediately after the ds
You believe the tiktok/twitter narratives? Oh dear.
DS has and will always be a strong meta perk. It literally gives you a second chance to waste more of the Killers time or potentially evade a new chase. There is a reason why very good players still use it. Because they know how much it can hurt a killer. One DS used can lose the killer a match. On top of that, these are the players that know how to use defensive perks as a weapon against the Killer. They will literally prevent other Survivors going down by body blocking, and when the killer does go for them they get hit with an Off The Record into DS play. If the Killer ignores them they may have Unbreakable to pick themself back up or a teammate takes a few seconds to get them back up. If they're using full meta: Adrenaline, DS, Off The Record, Dead Hard. They can make a killer waste time chasing an endurance hit, then chase to get the down, then use DS to get off the shoulder, then have Dead Hard to fall back on when the Killer catches up to them in the new tile they're looping.
You really need to start looking at the game from your own experiences and then compare it to what good players are doing and see if your opinions change or are backed-up.
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@SidTheKid__TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673180#Comment_3673180
I just wanted to ask that because normally when someone talks about meta survivor perks i get confused because idk what is meta rn and when i ask them what perks they run its always the perks they say is meta
Sincere question, how come you're not sure of the Survivor meta?
Survivors meta hasn't changed all that much really in all these 8 years. There's been additions in recent years, but nothing has really fallen off.
People often refer to Survivors meta as "Second Chance" and Killers as "Gen Regression". But these have both broadened recently. Especially since the regression perks got nerfed and blocking perks got buffed. You still see regression, but it's combo'd a lot with blocking, as your OP says, but also, you'll see STBFL, you'll see Ultimate Weapon, Nowhere To Hide used to be up there, but since it got kill switched and brought back, people got used to not using it and haven't gone back to it really.
Simply put coz I've been rambling:
The Killer meta is more of an Aura/Intel+Anti-Gen loadout. Seeing perks like Pain Resonance, DMS, Grim Embrace, PGTW, STBFL, Ultimate Weapon, Corrupt Intervention, Deadlock, BBQ. Psudo-meta perks include Spirit Fury+Enduring, NOED
The Survivor meta is more of an Intel+Chase Extension loadout. Seeing perks like Adrenaline, WoO, Dead Hard, Unbreakable, Balanced Landing, Sprint Burst, DS, Lithe, Off The Record, Bond, Blast Mine, Deliverance. Then you get pseudo-meta perks like Distortion, Calm Spirit, For The People+Buckle Up.
But with Killer, I am hoping we see more players start to see that unique characters should have their own meta loadouts that don't have to fall in line with the universal meta.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672558#Comment_3672558
Equipping those perks doesn't shoehorn a killer into a playstyle. You what the funny thing about slowdown perks is? They're exponentially stronger when they hit 3 survivors instead of 4. The notion that Grim Embrace means killers won't hard tunnel at 5 gens is just as laughable as people saying 6.1 Eruption meant killers would go for chases. The average DbD player will *always* take the path of least resistance.
ust because perks allow Killers to get somewhat of a reward for using a perk, doesn't mean they aren't gonna shortcut their objectives if they can. Why would they not get someone out early if the opportunity is there. But having perks like Grim and PainRes allows the Killer to not feel like they have to if the tunnel is taking a little longer than they'd like.
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@SidTheKid__TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672973#Comment_3672973
ok so here is my next question if you were to play survivor what perks would you be using
When I play solo Survivor I use: Bond, Reassurance, Tenacity and Balanced Landing.
As a SWF, when I can rely on my friend, and know their skill level is high, we can play a little more chill and use perks that allow us to have a more fleshed out match in case our teammates drop like flies against the stronger killer characters regardless. So: Bond, Iron Will, Distortion and We'll Make It
Oh yeah, Distortion is also becoming a psudo-meta perk
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672973#Comment_3672973
so that's like 11+ perks
Yeah, Survivors aren't restricted in what they use like Killers are. But if they're playing at a higher level to counter Killers who are definitely using meta (for the reason mentioned above) they will be using a mix of these perks. The perks that waste the killers time through use, that allows Survivors to path optimally without guessing work, that can coordinate with off-comms teammates. These perks are all seen the most frequently in matches where the levels of play are much higher consistently. Thus, they're meta.
Also, the 4 perks mentioned in the OP aren't the only perks used in the Killer meta. There are more to the list that can be swapped in and out.
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@SidTheKid__TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672919#Comment_3672919
What perks are in the “survivor meta”
DS, Adrenaline, Unbreakable, Dead Hard, Windows Of Opportunity, Off The Record, Blast Mine, Reassurance, (All Haste-exhaustion perks), Deliverance, Bond.
I may have missed one of two, but it's late here lol
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672919#Comment_3672919
If one person “tits around” the odds of the team making it to endgame will already be low so I don’t get that logic they won’t reap any rewards. Killer meta is not fine at all I wouldn’t be surprised if you thought the same thing about the old eruption meta where incapacitated was a thing since this is just about the 2.0 of that just slightly weaker. Hope mft was an endgame combo so it would only be seen endgame killers would want their kills before endgame so two perks out of a survivor load out until endgame could only benefit killer. Survivors don’t force killer attention onto them there are quite literally tons of complaints from survivors about tunneling so I don’t know what game you’re playing. Killer meta quite literally almost every build is revolving around pop and pain res and there’s also this stupid grim dms pain res meta going on but only way to around the killer meta is to just not die. What’s so survivor builds could vary but adren not usable until endgame one time use perk they die before endgame there’s no value windows is literally just info to plan for pathing and looping dead hard is so easy to wait out the half a second is so long to wait out no wonder y’all see 12, 30 and 40 seconds fine when it’s survivors who have to wait it out. Prove thyself speeds up progress on one gen but prevents pressure being spread in multiple places at the same time the so called second chance perks (anti tunneling ones since all you guys consider perks to helps survivors not die freely second chance) You argue about good survivors but not every survivor is skilled not every match is against a swf and y’all treat it like it is solo queue also exists and with that being a factor coordinations will be sloppy and not everyone in a solo queue will a good survivor but since all killer mains arguments is against good survivors let’s let them sit there and suffer more. And the denying killers perk usage is such a stupid argument what do you want them to do bend over backwards so killers can have free hooks. And like I said before waiting out grim is like me saying just wait out dead hard killers found that so hard to do but it’s ok for survivors to need to wait out a killers perk? Pain res has been in the killer meta since artists realease if I’m not mistake but it’s ok for that to remain in killer meta but hope needs to remain in 2017-2019 I don’t get how you think killer meta is fine staying the same over years but survivors will constantly need to change. Your arguments just remain that killers should have this but survivors shouldn’t
Your point about old Hope + MFT is a clever tactic to make yourself look like you're correct. But you won't go over my head with it. The combo was an endgame combo, correct, but old MFT used to apply when injured. Meaning the perk was used all game and then the combo applied after the exit gates powered. So Killers had to deal with the extra speed with gave Survivors that extra rotation that wasted Killers time.
The complaints are from Survivors that play at the lower level. The better Survivors will always, just like they always have done in the past, use defensive perks in an offensive way.
Again, it's an ASYMMETRICAL game. Survivors waiting out Grim+DMS is very different to a Killer waiting out DH. If a killer goes to a gen that is pumping a lot, and the Survivor has moved away because they expected the killer to come pressure it, the Killer being there but not finding anyone is what allows the other team to do other things, other gens, the unhook, a heal etc. Then they just jump back on it when they can. Making the argument of it's comparable is not 1 for 1.
The universal Killer meta is and will always be gen defence because like my argument pointed out, they have zero base mechanics that award objective progression. Pain Res is still meta, yes, but it has been gutted when you consider that at higher levels, you only get benefits from it when you go for fresh chases or get lucky with a convenient trade. Something you cannot do at higher levels of play. DBD is centered around teams of mixed levels and zero comms.
And your argument about perks for killer being "ok" to remain but not for Survivors is dumb. DS has been meta since 2017. Off The Record has been meta since Deathslinger. Unbreakable has been since 2017. I could continue to list meta perks that have been staples of survivors for years and years.
Denying killers hooks is not a dumb argument when you actually listen to the point of it. Survivors will not complain about tunneling when it benefits the survivors if a killer does it. Survivors meta builds counter the best way to play killer, simple as that. Killer meta tries to slow down the best way to play Survivor but doesn't do it nearly as much as the Survivors meta.
People have smartly started to play in a way I have said they should be doing for years, they've started looking at the Killer individually and making meta builds for the character, not just universally for the role. When you start seeing individual meta become common place by the majority, maybe you'll realise the gen block meta isn't that bad. Not when you see how strong individually planned out builds can make monsters of the killer when played well. It will be a great day for DBD when character meta becomes the way people play. Survivors will actually need to gain some game sense, which most lack severely.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672812#Comment_3672812
No it’s not a cake walk for survivors to just do objectives there are strong killers who could get quick and easy downs there will always be some point in time where someone is getting chased and while that is going on that’s one survivor off a gen when they’re hooked someone else will have to get off a gen to get said unhook and a possibility that someone else will be getting chased leaving only one person to be on a gen at that time you’re under the impression that all survivors are on a gen at all times making rounds end fast and I never said they should be rewarded the same way as killers if I said that I would have said they should be rewarded for completing a single gen but no I’m talking about all gens which is their objective as a whole and if we were to go off of objective logic killer objective is kills a hook state isn’t a kill meaning they’re getting rewarded for getting closer to their objective so why shouldn’t survivors be rewarded for all their work and making it to endgame please let me know
No I'm not under the assumption 4 Survivors are doing repairs at one time. In what world would that be a stance anyone takes?!
You're aware that a Survivor can just tit around all game and when the exit gates are powered they reap the rewards of their team, right? So why should perks like Hope exist when that's a scenario? Perks like Hope are what you'd expect to see in 2017-2019 DBD. 2024 DBD you'd think would have tweaked this to be a Haste perk that triggers when the user completes a generator repair.
This all a tangent, you know. The argument is about a Killer meta that is completely fine. Your argument was to address an old busted perk combo on Survivors side that offers little comparison to a Killer meta discussion. It's also funny that people talk about Killer meta without acknowledging Survivors meta in the conversation. The Killer meta is far easier to counter than Survivors meta. The Killer meta can be predicted and countered by looking at the HUD and seeing if your gen is gonna be the one hit by Pain Resonance. If it is, get off it and wait the 12 seconds. If the Killer isn't gonna be likely to come you your gen, get back on it and it's a free finish. If they are, maybe don't jump right back on it and let DMS activate.
The Survivor meta can be predicted but it's harder to counter. Second Chance Survivors abuse their safety by actually forcing the Killer to focus on them instead of other fresh Survivors, actively denying them Grim Embrace and Pain Resonance usage. And you think the gen block meta is a problem? It isn't. Not when good Survivor players are being constant thorns in the Killers side, denying them perk usage and wasting their time that they know is so crucial to Killer (Hence the gen block+regression meta in the first place).
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Survivors do their objective way way quicker than Killers. Killers need to have heavily strategic gameplay and builds to have the pressure they need.
Survivors can use no perks and no add-ons and have a cake walk in doing their objective.
So yes, you are illogical in thinking Survivors should be rewarded the same way as Killers in an ASYMMETRICAL game.
Killers should be rewarded for taking down a player in a 4v1. People get so used to "fair" they forget there is nothing fair in how hard it is for Killers to stop Survivors doing their objectives outside of the Meta builds that people figure out allows them to get the rewards for progressing their objective that the base game does not give them.
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This is a very weird map to describe.
It has horrendously strong pallets on it, but at the same time, it's relatively easy to get rid of those pallets quickly.
You can also get very strong back-to-back window vault spawns which are nasty.
But on the flip side, gen spawns are very forgiving usually, so it makes defending them easier than most maps. The indoor environment also makes detaching to different survivors easier than other maps too.
Depending on the RNG I'd say its a balanced map
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Even with a shrunken size, it is still mission impossible to pressure effectively.
The main building is a disgustingly strong loop to entertain as Killer. Then you have lots of strong tiles spawn around the main building.
Then on the other side, you think it's a bit nicer, nope. You have shack, into a tile, into a hut that wastes time, into a tile. These can be jungle gyms, the strongest generic tile in the game.
Awful map
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Any map that has an area on it that is detached from the rest of the map, making it so entertaining that area means you have no potential pressure on anyone else, is an awful map design and heavily favours Survivor. There is no reason ever to go downstairs in the Temple as Killer. It's a free gen for Survivors to complete, meaning if left as one of the last ones to do, it guarantees the exit gates get powered. Awful map
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@SidTheKid__TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672558#Comment_3672558
Ok so i am complaining about a perk build which i feel I should be allowed to do and you are allowed to have your own opinion but this brings up my point from earlier killers are complaining about a perk you can only use once if you complete all 5 gens like how killers should be rewarded for doing their task survivors should be treated the same
You're talking about Hope I presume? Making Survivors run almost at the same speed as the slow Killers is okay is it? Just because they did an objective that is usually 60% complete before the match has even been going for 2 minutes. Killers usually have to hook a single Survivor 3 times to get the kill. To get a win they need 9 hooks by that examples logic. How long do you think 9 hooks takes in comparison to 5 gens? Bear in mind the 9 hooks is being done by one person. The 5 gens are being done by 4. This is a sincere question btw.
If your answer can validate a perk that all 4 of those Survivors have access to and will get to use if their objective is done as a good reward for them doing their 5 gens before the Killer can get those 9 hooks (3 kills) then by all means let's hear it.
I know my example was specific, but let's be real, it's not common for Survivors to be left to hit second stage, or left to die on second stage too often. So more often than not, the Killer will need to get 9 hooks at minimum to get the 3 kills. They can and do try to shortcut their objective by camping and tunneling, but a coordinated or determined team can get a free rescue with a trade.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672558#Comment_3672558
I mean hope made for this was a combo that was used endgame after the survivors objective was completed so in a sense you could say it’s a reward for them surviving til the end but it was still complained about and problematic whether you like it or not there are combos and things that shouldn’t be a thing
You're comparing a combo of 30 seconds of actively repaired gens blocked after every hook, and 12/40 seconds of gen block after a fresh hook. While a gen can be done in 90. Which btw can equate to 3 generators in that same time frame. With a perk combo that let's a survivor run at the same speed as the slower Killers and 5% slower than the rest of the roster? Meaning those Killers would never gain ground on them and the others would take even longer to catch up than usual. Bear in mind a Survivor can literally take a hit at the middle of the map, hold forward to the exit gate and they would escape for free when the killer has a 15% speed advantage. That's your argument here.
You're arguing that there are combos that shouldn't exist but do. In a conversation about a perk combo that allows Killers to get a reward for hooking multiple people, in a game, at base, that has no negatives for Survivors to do their objective when a Killer is achieving theirs. They have no debuff to repairs when injured. They have no debuff to repairs when a Killer downs a Survivor. They have no debuff to repairs when a Survivor is hooked. And you're here arguing that a perk combo that gives Killers this reward, a moment of reprieve to pick a new target and get a chase/down going after they have just hooked someone, is a bad thing and shouldn't exist...
I really hope you see how illogical you sounded in your argument
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Imagine complaining about a combo that makes it so Killers actually feel rewarded for getting hooks on fresh Survivors. I swear all Survivor players secretly love getting tunneled and camped out from the get go. Coz that's all these posts say. I'll say it again: You're complaining Killers want to feel like they can be rewarded for getting fresh hooks.
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You know the Grade has zero impact on the game itself, right?
All getting higher Grades does is reward you with more BP at the 13th of the month.
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Yeah, this needs to be a feature. It isn't a common thing to go against, but it certainly happens. It just wastes the Killers time. No one loads into a PVP to vs CPU's. That's what customs is for
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Yeah, this needs to be a feature. It isn't a common thing to go against, but it certainly happens. It just wastes the Killers time. No one loads into a PVP to vs CPU's. That's what customs is for
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One of the very few maps that is actually balanced. You can get some pretty nasty rng for tiles like Figure-of-8, into shack, into long L car pallet, into jungle gym. But if the rng isn't insane, you can roam the entire map and feel like you're actually putting pressure on Survivors. Basement being a central spot is also a good thing too.
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Way too big to hope to defend gens properly. Plus there are usually gen spawns behind both Main building and Shack. Those gems are pretty much free for Survivors to do if the Killer doesn't set up camp on one side of the map.
The Main building is also quite a ridiculous tile. Nothing really to do in the middle of it, but running around the outside wastes so much of the Killers time
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Most gens spawn around the outskirts, so it makes 3 gens easy. But this is a fun map to chase on, not very strong pallets, but they can be linked well together against most killers.
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There is literally zero reason for the killer to want to defend the whole map. Pick a side and never leave it.
It's an awful shape and gen spawns do not help this.
This design needs changing
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This change would make sense if the Antidote and Tonic were separate capacities. Having 1 Exposed Tonic with 5 Antidotes would be fine. But as Clown is, this is a ridiculous change
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"Misery" being the key word here.
Any map that has a huge nothing upstairs area to it is just gonna be a big L for Killers. The only reason to go up here as Killer is to chase someone who is just wasting your time. If a Boon gets out up there, it's just there permanently.
The size also makes it a hassle to deal with. Just go into expecting 0-1 kill as Killer. Awful design
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Been my favourite map for years now. Enjoy it as both Killer and Survivor. Has a lot of strong loops, but also isn't too easy to chain them together so once you get enough out of it, it's either now a dead zone for the rest of the game or the Killer gets a free hit.
So many Killers can do so much cool stuff on these maps, love it. Very balanced.
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Very small map, used to be good for Killers, now it's just so easy to get taken from strong tile to strong tile by Survivors who know how to loop. Gens close together make gen hopping easy. Expect to lose a lot vs good teams with very little input on this map.
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Original variation is just 3-gen city. Expect never to be chased to the side that the Killer is not interested in. Killer sided for sure
On the newer one, it actually has a lot going for it. Spaced out pallets, wide open areas to not sneak about much, and generally a balanced map.
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As cool as it was to repurpose a map notorious for being sparse of pallets with a Skull Merchant theme, this is still Killer sided and has very bland loops outside of the Main building.
The size of it can be daunting to try to navigate, but you really don't need to, there are so many gems clustered around Main that you generally always just spend the whole game bouncing between main and shack on the original variation.
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Certain Killers can absolutely destroy on this map. By far this is the best Huntress map in existence and I hope this map never changes it's style because of that lol.
The huge size can make pressuring gens difficult, but you can usually just defend one side and have a good go at it.
In all I'd say this is Survivor sided, purely because shack links to everything on a large map. But there are RNG tile spawns that do allow Killers to play and engage effectively. But there isn't much of a high likely hood of getting that variation a lot so I say this is a Survivors map.
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By far my favourite Coldwind map to play on as both sides. I actually feel like I can pressure teams as killer regardless of what side of the map I'm on.
As Survivor, there are some really good tile spawns that aren't broken, but linked well can be very fun to loop at. Strongest RNG is definitely shack side though, you can potentially have shack, into a jungle gym, into cow tree. So that can be quite devastating to go against as an M1.
The Main building is by far the weakest of all of the Coldwind maps, but it's still a fun loop to engage with for both roles.
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At shack side this can be a huge time waste for killers. RNG can dictate cowtree and a large hay-bale stack pallet loop to spawn next to it. That in turn can lead into a potential jungle gym spawn.
However, on Main side, you can have a T/L spawn on either corner and a weak small hay-bale in between with an even weaker small pallet tile in the corner field.
On the whole this map feels balanced. I don't fear this map like I used to. But there is still that huge, safe pallets tile that always spawns outside Main on the path towards shack, so that sucks lol
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Pick a side and play that to death. There are some strong tiles that link between areas quite nastily. But it's a map I don't mind getting as Killer or Survivor.
Open space so it's hard for Survivors to sneak past you but also pallets are everywhere so it isn't a barren map either.
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This is a very Survivor sided map. You are guaranteed a jungle gym or 4-lane tile to spawn directly next to shack. This makes chasing that side of the map a huge time waste.
Then you have the main building which leads to Carnival side. If the Carnival side edge wall was shrunk just a little bit. Maybe by 1 or 2 rows of squares then this would be so much nicer. The fact you can hold forward from a god window at main into a big area at the other end of the map is insane. Coupled with strong tiles spawning in between main and the carnival makes this map a very hard match up for M1 killers (which is most of the roster).
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This map would be actually really balanced if you removed the two rectangle extensions of the edge wall and just made the map a square. Having the main building be so big with 3 god pallets spawn in it with multiple vaults that then lead outside to safe pallets vs M1 killers (which is most of the roster) and you have a very Survivor sided map. If the two extensions were removed then the Killer would be able to have a presence on the map simply by navigation through the main building. It would be so much better and actually be a fun map to chase and be chased on.
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With the size of this map, the only house that should be on it is the Myers house. Having a strong main building and a bungalow is ridiculous. On top of that, the two houses that spawn which only have vaults are equally as strong, they waste so much time for no reason other than the killer has to follow without a chance to mindgame.
On that same vein, there are cars that spawn back to back with no gap in between that work just the same as the building, the killer is forced to just follow them round it, and then ultimately the survivor peels away to a pallet.
Any generator inside a building is, by default, difficult for Killers to defend. The fact this map has the chance of spawning 4 generators inside of buildings says it all really.
Put everything together and you have a free win as Survivor when the team is even semi-competent.
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You're
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666357#Comment_3666357
his m2 is literally better than his m1 entirely, there is no reason to lunge when you can chainsaw for 2 healthstates.
I adore my cat billy, spoopy ragged cat werecat thing, but these are way too much and anyone defending it is on copium.
Most of the loops link together disgustingly well, even in his buffed state, Billy still struggles to solely use his saw. Why do you think most still use Lopro? There are a lot of times where you have to M1. Nerfing his Chainsaw cooldown makes even open area chainsawing painful coz youll be like old Billy
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@SuperCop said:
I'm getting sick of it. Almost every match, almost every killer hard tunnels at 4~5 gens and you know what? They need to be punished. Yep. I said it.
Before you go saying punishing this action isn't a good idea or that survivors aren't punished, yes they are. Survivors can only vault the same window over and over, the entity "punishes" survivors for using the same window.
So why can't the entity block the hooks when you're trying to hook the same survivor consecutively?
This is why survivors become toxic later on btw.
Why are getting so emotional towards the players about something the Devs are pushing the game towards?
You probably will get your wish, the Devs always slam down on killer strats to make it harder and harder to actually get kills. But you and everyone like you need to start wanting the game to be pushed in a healthy direction, and start by actually trying to speak at the Devs with proper, rational ideas. No more emotional people beggeing for nerfs!
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Hillbilly is in the best state of his entire time in DBD. Just because you need to react to and anticipate a missed Chainsaw hit, doesn't mean they should nerf it. Doing that will make players that can actually do those things be near impossible to actually follow up and chase effectively...like he used to be before the buff.
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Devs if you seriously think this map requires a poll, you have no idea how broken this map is.
It has 4 very strong buildings on it, and is really big to navigate. Not to mention there are 5 variations that get progressively worse for Killer. You had a good idea with removing the picket fence vault a few years ago, but you didn't follow through with it. That small change wouldn't have done much to how Survivor sided it is, but at least it would have weakened an insanely strong main building ever so slightly. When Survivors have too many tile options to link to in chase they are almost impossible to commit to unless they aren't good or mess up massively.
I personally think on licensed maps, there should only be one building, the main one and every other tile should just be a pallet or vault tile. Shack should be reserved for original chapter maps only.
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Chasing at the main building can literally lose you the match. There are so many pallets and vaults that the survivors can keep switching up which part of the building they are being chased at. It also has god logs spawn in which eat time. One of which can spawn next to shack, just like Pale Rose. It's insane how many safe tiles are on this map
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This map has generators on the literal edge wall. It also has the boat which has one guaranteed god pallets and a rng chance of having two. The dock can also waste a lot of time with the jungle gym at the bottom of it. And shack leads into a strong pallet too. Not to mention it has two god log tiles on it. One spawns next to shack!
This map is ridiculously hard to win on without heavy strategy from the get go.
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Removing the long rock was a good thing, since those long environmental objects on maps just have the most interesting interaction, but leaving the map as big as it is still left it in a state where you cannot defend gens with hook strategies coz there are too many outskirt gens that you cannot defend at all coz of how long map navigation eats into your time.
The main building having 2 god pallets and having strong tiles to detach to on either side (one side is rng but is usually a strong tile to loop with detachable tiles linked to it) with a shack on the map too doesn't justify the large size of the map.
Shrink the map and we would see probably see an improvement.
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- Distortion is used by by good, helpful teammates because Nurse is ultra strong when using intel perks. A lot of good players use Distortion and Calm Spirit with two 2nd chance perks like DS and Off The Record. This counters Aura builds and Ultimate Weapon. Huntress, Wesker, Cenobite, Oni and Blight are also up there with Aura and UW common usage. So you can see why people do use Distortion as a pseudo-meta perk.
-- Sadly it's also used by selfish players who are happy to be the only Survivor that wins the match while the others lose and the Killer gets a 3k. I wouldn't give that any reason at all for it to be nerfed though. It was barely used before it got buffed because 3 tokens and never getting them back was useless essentially.
The way it works now is really good. Considering, just because the aura isn't revealed, doesn't mean the Killer can't use game sense to predict or guess where a Survivor could be based on the context of the match. Changing it to be gained from actions like protecting or unhooking will make strong players even stronger, imagine using 2 of your 4 perks as killer and suddenly just because someone gets an unhook you cannot see any of those two because of off the record and a new longer lasting aura immunity from the rescuers Distortion. Or the scenario where a selfish player farms the rescue with zero intention of helping take agro from the unhooked Survivor and is now safe from detection while the other gets tunneled.
It's fine the way it is.
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Yep, can confirm this. I literally just had a killer match on Lery's and saw both basements spawn in
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The Incapacitated status effect doesn't prevent Survivors dropping pallets.
It prevents Survivors repairing generators, healing and mending other Survivors, cleansing and blessing totems, sabotaging hooks, using items, as well as, picking up and dropping items too.
Survivors can still drop pallets, vault pallets and windows, hide in a locker, unhook other Survivors and open exit gates.