amazing_grace
amazing_grace
About
- Username
- amazing_grace
- Joined
- Visits
- 462
- Last Active
Comments
-
Nice win. It feels so satisfying when you bring a niche build that actually perfectly counters the other side.
I've had a similar thing happen to me only they brought no mithers/breakdown/boil over. Glad you were able to adapt and overcome and not get frustrated. It seems like you handled the situation perfectly.
-
I prefer cleansing totems than bringing boons just because I know how annoying CoH can be for a killer.
It's also not my playstyle to set up a boon and self-heal everytime I get injured. I rather get injured take a chase and lose the chase and remain injured to work on gens than running to some area of the map to heal myself and then run back to the gen I was working on or the gen that needs pressure.
Usually when I cleanse totems, I only cleanse the totems that would make a bad boon spot. If anything, I intentionally get rid of the obvious totems spawns so my teammates don't waste their time setting up a boon there for it to get snuffed easily. The good boon spots I leave alone because I know that it can come in clutch later on and the killer won't have time to snuff it.
-
After playing many Dredge games yesterday to get rid of his flans and Prestige him before the update, I would say that he is fairly map dependent in regards to locker placement/mobility in defending gens.
I wouldn't say that he goes from good to trash on certain maps because of this RNG since he has other things in his toolkit, but it definitely makes it harder when you play against safe survivors or efficient survivors. You can't really get an ambush on a gen for a free hit, so in certain maps it takes a bit to catch up with a survivor who started to run early.
It can be annoying since there are a handful of maps where certain corners have no lockers but a gen, I usually wouldn't try to defend this gen in my games and it would go alright usually, but still tricky. Haddonfield I struggled a bit because the locker spawns that I got were like in two buildings in the one corner and main building, so I couldn't get good map mobility and it was hard to teleport quickly and accurately (lockers were close together so hard to be precise sometimes).
I'm by no means a great Dredge player, but most games I could still get a 2k by playing relaxed (I was just going for bbq stacks RIP). I would say that map RNG for lockers just makes certain games trickier than others. I personally use the teleport a lot during chase/patrolling, so it can hurt my playstyle sometimes.
-
Weird.... I played against so many Artists last night. Like, I only played maybe 10 matches and 4 of them were artists, which I'm usually lucky to get 1 out of 20 games. I like artist, and once the mid-chapter is released I'm going back to playing her again so maybe you'll see me out in the fog:)
-
@lav3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3063459#Comment_3063459
Probably MDR with either Dried Cherry Blossom or Yakuyoke Amulet.
Personally she doesn't feel same level with Nurse or Blight if she doesn't have MDR.
I definitely agree. Her base kit is much weaker when you compare to nurse and probably even blight (might be comparable to blight). Pre-patch IW made it that her feeling oppressive like an S tier killer was locked behind expensive add-ons, but now with IW nerf, it gives a chance for her more moderate add-ons to be viable against all survivors. Her uncommon and rare add-ons just received a small buff from the IW nerf, so maybe more people will play her... we'll see.
I don't mind her too much, but as a Bill main. If I let her get that first hit, there's very little I can do to avoid the down😅
-
@lav3 said:
I don't think so.
Surely MDR Spirit might appear more but OtR somehow replaces IW and she's not that viable as people remember imo.
To be fair though, spirit most likely won't even have to go after the person just hooked who has OtR. I feel like since people won't be able to be completed silent after being hit, she'll still be able to get consistent downs pretty quickly.
We'll see though, I haven't gone against that many spirits recently so I have no idea whether spirit players will come back. I do remember though back when I would get her game after game and it was just a massacre. Spirit basekit isn't omega strong, but with some of her add ons she might feel oppressive with IW nerf.
-
As said by other people already, Lethal has given me the most success in guessing which survivor I should go for first. I either try to choose someone who isn't around strong map areas, or areas where there are multiple survivors.
When I know there's multiple survivors in an area, I try to pretend I'm stupid and oblivious so I can get a cheeky hit on someone hiding behind a box. Obviously, this doesn't work in most of the games you'll face, but sometimes pretending to be hyper focused on someone else and do a quick 90 degree turn to hit Jake behind the rock can throw off the average survivor.
If I don't feel like running a super strong build, I sometimes run forced penance on Oni because it gives me time where they drop blood for free or prevents them from healing if I need to pop my power. Just a fun perk to run.
Glad you're still doing this, almost forgot you were mastering the Oni. Good luck!
-
Her perks are way too powerfully with the current numbers you have, but fun idea for the power and such.
-
I love the Artist! Once she came out and I tried her out, I definitely knew that she was my main. Before her I was hopping between Pig and Trapper a lot, which as you know are not the strongest of killers. She's so great because of her power and the counters she has to play against.
I can see how some people hate to play against Artists because artist can be played in a very unfun way, but I try to go for spicy plays whenever I play here. Haven't played her in a little bit because I'm trying to get rid of flans and P1 everyone else, but I can't wait to get back playing her.
I will say that if I'm tired or have played too many games in a row, I do get a little sloppy in how I play and miss some easy snipes, but other than that, I try to hone my skills with her. I tend to try and two hook everyone first, maybe killing someone when I reach 6 hooks if the gens are going too fast.
I enjoy playing her kind of like Huntress where if they hold W, I just hit them with birds and then use a follow up shot that isn't in LOS so they can't dodge it (reason why I like her more than Huntress). The fact that you can pressure gens on the other side of the map while in chase is also why I love her. Plus, some of her best add-ons are her commons/uncommons so win win.
-
... How are you getting more bp as the twins compared to myers. That's the real question here...
-
It just sounds like you aren't the best killer. Killers who don't have as much experience get bullied a lot by more experienced survivors. It's the exact opposite for survivors who aren't as experienced complaining about the game being killer sided.
For some reason, I had a bunch of games yesterday with trolly survivors who brought map offerings to compliment their perks/items. I had a game on saloon where the whole team had flashlights and were able to use them for locker saves and were competent. Did I get mad and let them keep flashlight saving? No. Did I adjust my strategy because I knew they would throw to try and get saves and everyone out? Yes.
They easily could have gotten a 4 man out if they wanted to, I literally was only playing for bbq stacks and points. They threw because they were swarming the slugs and I couldn't pick anyone up. So I ended up with a 3k by bleeding them out long enough.
Some would say that they were a bully squad, but if you don't fall for the same trick, then they can't really bully you. Survivors that are just doing their objective and leaving are not bullying you, they're just trying to play the game for their side.
If you don't want to play, take a break or don't play this game. If the game isn't bringing you fun and only making you stressed, then it isn't healthy to continue. Don't feel like this game has anything related to your ego/pride/self-worth. Whether you do well or not doesn't mean anything.
-
@jesterkind said:
One build I think will definitely fall in the "funny gimmick build" category is bringing both Self-Care and Bite the Bullet, so you can round a corner after getting hit and be immediately completely silent.
I've seen certain content creators do this with medkits in a healing build, but I think just immediately silencing yourself is funny enough that it doesn't need to be a super viable healing build to be a fun time. Combine it with some chase perks or maybe something for losing your scratch marks/blood pools and it'll be a fun stealth gimmick build.
I literally thought about this combo the day I heard about them nerfing self-care and ironwill. Someone actually tried to pull this on me last night, didn't work though lol, but I found it funny.
I made a knock-off iron will build that included self-care and bite the bullet and calm spirit. Imagine cleansing a dull totem at slow speeds just so you can be silent next to the killer, add in thana and you basically have a knock off iron will.
The last perk in that build could be either self-preservation (iron-will when you really need it), parental guidance (not a long effect but does get rid of grunts), or off the record. The interesting thing I realized with off the record is that you can easily tell a survivor has it if you can't hear their grunts of pain. You kind of know to get it out of the way, wait out the basekit bt, or if a survivor has literally been doing nothing if you run into them after the unhook.
-
@Mandy said:
Some interesting builds there...I'm looking forward to seeing what people change their perks to, and hopefully try out new things.
I often run random builds tbh, normally go back to my Head On/Deception build though.
I'm very excited for this patch, hence why I shared the builds that I will cycle through for fun because I hope that other people will be willing to try new combos out as well.
My favorite non-meta perks right now are probably Wake Up and Any Means Necessary, so those might get thrown into a comfort build that I run. Despite all the negative comments people have about shaking the meta, I think you guys are doing a good job with all these changes at once. I can't wait.
-
I definitely think that BBQ still has it's place with a few killers that can benefit off the aura reading, but most of the cast who doesn't need to know that people are across the map will use perks that are more fitting for information.
The bp bonus was definitely what set BBQ above thrilling, discordance, and darkness revealed. I imagine that people will definitely switch BBQ out for better tracking perks once the time comes.
-
@CodeDB said:
I think the build I'm most interested in trying is the Weaponized Totem build.
Inner Healing/Quick and Quiet/Head On/Overzealous.
Find a totem early and use it to get a nice little speed boost on gens. Then, if I get in a chase, I can use a locker to either heal myself or stun the killer (or both!).
Otherwise, more meme worthy could just be a Killer Powered build.
Stake Out/Distortion/Diversion/Fast Track.
Number 1 goal: get stacks. Then use them to distract/avoid the killer and get working on those gens. Jokes on you Agitation/Starstruck/Floods of Rage/Lethal Pursuer Nurse, you just make me stronger!
Those are fun. I love the idea of weaponizing totems against the killer. As someone who loves cleansing them for fun, I like the idea that you can run a build that helps with this objective.
There was that one game though that I cleansed all totems with counterforce because I had a tome to cleanse totems... the killer got a free 5 stack of pentimento😅
-
@S4ShadowWolf said:
Waiting for your killer builds so I can try a few ¬.¬
Hmmm... haven't really thought about killers too much. I feel like it's harder to make the killer builds because killers have such unique powers that theme builds can really build around only specific characters sometimes. Though if I have time, maybe I'll try to come up with some fun builds that aren't just infinite slowdown/regression.
I love mettle of man players. Such a fun perk that can come in clutch if you're able to pull it off without throwing.
@Nos37 said:
"Fast Self-healing build – Resilience, Desperate Measures, Streetwise, Built to last (Beefy medkit)"
----
Why not use Botany Knowledge instead of Resilience? Streetwise (25%) offsets Botany Knowledge's (20%) efficiency penalty, and Botany gives a 50% heal speed boost instead of 9% from Resilience.
That's a good point. There's a couple combinations that you can do with that build depending on how fast you want the self-heals to be. You could have the ranger medkit with botany and get a lot of heals that are super fast, or you can bring the emergency medkit and keep resilience to get the fast heals and not take the penalty, or you could bring the emergency medkit and botany and be super cracked with healing that the killer thinks you're cheating. I haven't done the math, but I think you might be right that streetwise offsets botany enough to make it worth it.
-
While I agree that there should be a better system for serial DCers, I just had a game last night where someone intentionally came to me and gave me hooks to kill them because they didn't like their teammates.
Their teammates weren't that bad, and I was playing chill. I was going to let them all escape if I two hooked everyone by the time end game happened, but because they gave up, they lost the game for their team. Essentially, they DCed without taking the penalty and gave me a hook in the process.
I feel like if they increase the DC penalty too much, we'll just have teammates who'll give up and just run in the killers face. Now, while this may annoy the killer and waste some of their time, there's still enough killer perks that a free hook can give them enough leverage on the rest of the team and the team is already down a player.
Not sure how to fix this situation. There really isn't a clear way, but I agree it should maybe be looked into.
-
I like the autodidact change. Having an increased skill check chance would be a nice buff/QoL change to this perk. It doesn't even have to be that high. You could lower it to 25% and 5% per token and it would still be a nice change.
Not sure about the buckle up one causing exhaustion status effect. That can really screw over your teammate without them necessarily knowing that you are giving them a debuff. Usually I think BHVR tries to prevent your team from hurting you based on perks that are out of your control.
A different idea would be having the survivor recover faster when you are within a certain radius of them. That way if the killer is patrolling nearby and is guarding the slug, they can recover faster and you can swoop in to pick them up easier.
-
Or play 2 twins games out of like 20 games as killer and have the survivors bring boon exponential in both games. That was utter pain and completely caused me to lose momentum (also had CoH on the boon as well).
I get the sentiment though. I had a survivor teammate who kept rebooning the same boon instead of pressuring the gens. I literally said out loud, "Felix, we don't need your God Damn boon." Especially because the boon was near a gen and he kept rebooning the same one so the killer kept snuffing it.
-
I don't know about you, but when I play survivor, I purposefully try to get points in each category and max them out. I've had games where I get the perfect 32k as survivor without there being any "farming" usually just games that had a three gen that was being protected.
Raising the categories by 2k each isn't a lot to be fair, but it is something they're doing that they didn't have to do at all. They never mentioned this change, so it came out of nowhere as them trying to appease people a little more.
I don't mind having different categories for bp because it helps me gauge what I should be doing to get more points and brings a little variety in my games based on my playstyle. I understand though that not everyone is like this, so I can see your frustration.
I feel like they should add in a base mechanic that gives a small multiplier if you complete objectives that promote a healthy playstyle (for both sides). There's only so much they can do in this mid-chapter patch, so hopefully they will keep addressing these issues in the future. All they can do is make small changes in time for the release, so don't give them too much flack for making only small adjustments from feedback. I do believe though that voicing ways to improve the system is good for future improvements.
-
My random teammates with flashbangs would like to disagree with being able to blind other survivors... but in all seriousness, if you take a break for that long and come back to the game, I'd imagine you are very rusty. The game has changed a lot since the last two years and coming back to face new perks that you don't know how to counter would make anyone feel a bit powerless.
The next update does address some of the strongest perks on both sides, so time will tell whether things feel a little nicer for everyone overall. Survivor can be easier than killer sometimes, but by no means is it a piece of cake.
-
I remember I once had a pig game where my two teammates decided to stand behind me at a pig box. I thought, "Oh, how nice they're making sure I can finish my search."
The box was the incorrect one, so I only had 1 more left to do... the last one. I turned around and they wouldn't move. They were injured so I thought, ok, let me heal them.
I heal them and they don't move. I died to my trap for no good reason because they decided to throw the game to kill me. We only had 2 gens left with all 4 players still alive.
Getting trolled is not fun when you simply just want to get the party hat off, do the gens, and boop the snoot and leave.
-
The only time I get annoyed when this happens is if they deny me my safe unhook to activate my deliverance. Other than that, I don't really care if they attempt if I'm there and they don't go to second because of it.
It's just really petty to leave them on hook to go to second if they try to kobe. It's a lot of points for them if they successfully 4% so I understand why they might have their free attempt. If they kobe in my face, I just start healing them right away cause those are points I can still receive in altruism and it's not like they have bt, so if the killer comes back, they're kinda screwed.
It's why I don't wait last second to kobe off hook with deliverance, so I don't get some petty teammate who'll refuse to heal me all game because they came for an unhook that they didn't need to.
-
I hope you realize that they do need to make money to keep the game alive. There are many people working on this game as their job, so giving out everything for free or extremely underpriced isn't possible for them.
Considering how often chapters go on sale and that you can get a little over half the characters by just playing the game using the in game currency, I think that it's pretty reasonable with how they price things. The chapters aren't that expensive if you wait for sales and buy only a few at a time. The skins might be a little pricey if you think about it from the perspective that it's an outfit in a video game, but it's the main way most games make money.
They honestly give out a lot of content for free. You get 1-2 free cosmetics through the free track of the rift and there's been plenty of times where they give enough iri shards out for free for you to get a character.
-
You bring up a really good point. If MMR does it's job, then BHVR goal of raising the kill rate is actually just sending more experienced survivors to less experienced killers.
Realistically, the survivor will still just bounce back and forth at a steady MMR of "where they belong" because it'll average out between stomping the killer or getting stomped. Although, with this being how MMR tries to place you, the escape/death rate would still hover around 50% ideally.
I feel like BHVR will monitor this and maybe adjust the matchmaking so that the number changes? It kind of seems a bit backwards in that, they would have to make a SBMM system that would actually put more experienced killers with less experienced survivors to achieve a larger kill rate. And as a person who plays both sides, but enjoys playing survivor soloq more than killer, this would just feel kinda bad if the system was changed to be like this.
I can't imagine that making killers stronger will increase the kill rate because mmr is supposed to put you with a killer that you have a chance with. The only way to make it so that mmr didn't matter, is if you made the killer so OP that survivors had no chance in general.
-
@HolyElixir said:
https://forum.deadbydaylight.com/en/discussion/comment/3057040#Comment_3057040
Not saying they never happen. But Getting 30k+ as survivor is a rare scenario or one in which you Tailor your entire build and playstyle around whereas 30k+ as a killer is almost a given.
I don't think asking for some BP increases to certain categories or changes to survivor BP gains in general is a ridiculous ask. Especially when at a given time 2-3 of the categories are out of your control which isn't the case as a killer.
If I get chased all game there goes any chance at Objective, Altruism and maybe even survival if you die
On the other side of that situation the other 3 get basically 0 altruism and a miniscule amount of Boldness.
Yeah, that's the problem with gaining bp as survivor. You can't really control the pace of the game as a soloq. That's why I'll open chests and do totems, because I like trying to get more bp when I can. Usually the close games is where you can get a lot of bp on both sides, without even dedicating your build to getting points on survivor side.
It's not a huge bump they did, but I guess it's something. It would be nice if they had a base mechanic that rewarded a certain playstyle that would give a bp modifier. Playing survivor will definitely be more of a grind for bp now, especially for those who play when killer is more in need.
-
I've had plenty of games where I reach 30k as survivor, and those games are just games I play very well and that go on for a long time, usually 3-gen situations where the team plays smart and safe to get them done.
Also, the point in raising the max amount in each category wasn't to max out all categories. It's for the people who get stuck getting points in only one and letting them have a chance to get a few more points for their efforts. They stated it clearly in the update that this was the purpose. Obviously, killer has an easier time maxing the categories because the killer doesn't share objectives, but this is nothing new.
-
Nope, I had some survivors DC while I was carrying them last night. Even had someone DC as I was in the hook animation and didn't get my pop.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3050529#Comment_3050529
He has a tongue in Silent Hill 2
https://pbs.twimg.com/media/D0iz786XQAEs9QQ.jpg
https://i.redd.it/fe1yyjvcg0s71.jpg
Unused DBD version found in the files ^
Welp... that's enough internet for me today.
To OP, probably was going to use it in a mori animation or something.
-
It could be that more experienced players have taken a break. The anniversary event ended last week, so a lot of people could be going on a hiatus with their flans. I've noticed a dip in my teammate's experience as well, and I've gotten a couple of survivors from killer side who didn't seem totally aware of their surroundings.
-
@Header said:
https://forum.deadbydaylight.com/en/discussion/comment/3049771#Comment_3049771
i mean as pyhead you could just use your power on a pallet or a window for 0.1 seconds and they cant use it anymore or they'll get tormented. also he's pretty good at faking his power
artist is very good at blocking a loop, but can't really do anything against W except throw a bird and pray the survivor is dumb
trickster, doc and legion are somewhat similar in strength, but legion doesnt have a power in chase so he might struggle a lot against good survivors, while the other two might have a slightly better chance at downing them. but again they have about the same power level
I think you're just underestimating Artist's potential. There aren't many artist players out there, but a good artist will get damage states on you whether you hold W or try to play a loop. The key to playing her is only using 1 bird at a time while in chase to get the consistent damage states because you can zone people into either eating an M1 or getting hit by a bird you set up.
Her power is definitely tricky to master though because it requires you to know the timing of how long it takes a survivor to run from point A to point B and takes some predictive shots. Her power is like pyramid head since it goes through walls, but it's almost a little better because you can place it and direct the survivor into the path of the bird. She actually can counter the hold W strategy unlike pyramid head. I would put artist and huntress above pyramid head because of this.
-
@Akumakaji said:
The hatch is actually a non-interactable object the whole game. While the hatch is invisible, your character will still rise a lil, but noticable, bit when running over the hatch; that survivor might have just discovered the hatch earlier that game and thus returned, when the situation turned dire.
I'm not 100% sure, but I'm pretty sure that they reworked this mechanic back when they changed the hatch. When they first had that update that changed hatch to spawn with only 1 survivor left, a friend and I took a hatch offering for shack and walked all around and in shack and we didn't raise at all.
I will also say that before they had the update, I would find invisible hatch every 1/5 games maybe just from being in chase or running around for a gen. I haven't witnessed invisible hatch since then... so pretty sure this is outdated information.
-
Artist should be a little higher in A, she can be argued to be either top A or middle A. She has both chase power and map pressure. Depending on the add ons you use, you can get consistent long distance snipes and overall her chase power is pretty strong if you know how to use the birds.
Plague feels a little too high as well, I've seen many plagues struggle because she's essentially an M1 killer until she can get her power and start to snowball. She relies on RNG a lot of the time and some maps can screw her over if you can't reach a fountain close enough. Though her add ons are decent.
Pyramid Head feels a little too high as well. I would put him closer in potential to Oni. He can struggle to get map pressure and if the survivors know how to loop and when to start chase, it can be hard for him to catch up. Without his range add-ons, his power can sort of be juked enough during prediction shots to extend chase for awhile.
The placement of everyone isn't too bad. I think I would only change the placement of killers in A tier, but everyone else I can see why you placed them like that.
-
I can definitely say that once I saw the reward, it made me stop prestiging and stockpiling cakes instead. I was going to try and prestige my favorite killers for the reward, but decided to save their add ons instead because I am not super found of the cosmetic.
I personally think that even just a color change of it could help improve it. The gold/yellow color isn't super appealing. Someone said it looked like plague infection and now I can't unsee that.
I think it's a bummer that the reward is just the portraits. I was hoping it would be small like the portraits plus a iri shard/bp reward. I would have been happy with 100 iri shards for each prestige level I had. I could maybe get a free cosmetic for artist or something. I would have also been fine with a small bp reward for each prestige. It would allow me to finish prestiging all my killers for the perks.
I wasn't expecting a big reward, in fact, I predicted in my head for just profile cosmetic changes for characters. I just wished they gave us another pat on the back with bp/iri shards. I would have also taken a reward that increased the BP cap. Hopefully they change the portraits before release to make them a little more appealing, but at least I'll have an option to turn it off.
-
I believe they mentioned adding in MMR decay over long periods of time but never actually implemented it yet.
-
I would say that as long as you were continuing to progress the game and still trying to play legitimately, then I wouldn't have been annoyed as a killer. If I could tell people were progressing the gens, then it was on me not being able to find them or patrol well enough.
I had a similar situation happen recently where my one friend got disconnected after completing the first gen with me and then the second survivor suicided on hook. So it's now a 2v1 with 4 gens left to go, 2 of them being over half completed though. The other survivor and I get two more gens completed with 25% started on the one. I eventually get hooked and the other survivor actually decided to unhook me. The demo continues to go after me and then mid chase at shack he just decides to swing at the gen to let me finish it. Literally mid-chase the killer decides to let us escape because I guess he respected that we didn't give up and continued to play. I personally was try harding my butt off because I was 2 pips away from iri and didn't want to keep losing one/gaining one cycle.
Some killers go easier on you once they realize you never stopped trying to play the game even with disconnects/suicides on hook and others just want to go next game. I don't care really with what the killer chooses because I've been on both sides, but hitting on hook is unnecessary.
-
@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3039715#Comment_3039715
If I'm talking about something that affects one side pretty negatively and one side VERY VERY positively, why would I randomly bring up the entire dynamics of the game? How is it selfish to wanna see fun offerings like Ebony Mori come into play more? I play both Survivor and Killer, I am by NO MEANS a Killer main or Survivor main and I think Moris were sick.
They were a good way of punishing poor plays and taking huge, unnecessary risks.
I wasn't really responding to you specifically in that reply. I was mostly responding to the other user because they were bringing up a point to make Mori's stronger against premades, which I don't think is good way to solve the swf vs soloq unbalance. (You can't determine what the swf is intending to do based on only that information).
I agree with you that seeing a mori rework would be a good idea. I enjoy the mori animations as well and think they should be in the game more since they're a fun aspect to see a cut scene, with the small benefit of bypassing ds/pallet save/flashlight save.
I can agree they were good at punishing poor plays sometimes, but a lot of times they weren't that difficult to get value out of. If the killer stayed close enough to the hook to tunnel the person who got saved, then it became a 3v1 very easily. Especially getting saved by teammate who didn't have borrowed time or if it was a killer who denied borrowed time. I can't deny that there weren't any counters to this, but it was incredibly difficult to play perfectly so that the game didn't end immediately. Back at the time when moris were 1 hook and then kill, I was probably the skill of a mediocre survivor, so most games with a mori was usually last survivor might play for hatch. I just remember that some days I would get so many games with moris and it just felt so bad depipping and getting no points. I'd rather not have that mechanic directly reintroduced into the game, but I'm open to having moris in the game more often in some other way.
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3039656#Comment_3039656
Perhaps but you forget a little but crucial detail... This game wasn't made for being balanced with comms. You should let the killer player to decide if going full tryhard and use the mori or not... In that way even the typical toxic swf will think twice before mocking the killer... You see, I've a lot of hours in this game and the time that I found premades who were here just to memeing around can be counted with a single hand...
I also have quite a bit of hours in this game. Balancing this game isn't a thing that's easy to do and nearly impossible. That being said, introducing elements in this game that would make the balance worse is something that shouldn't be done. Just because there's a handful of full premade swfs that want to make the killer have a bad time, doesn't mean that you should introduce an offering that ruins the game for everyone else.
I'm not sure how you can tell if you're going against a full premade swf at all times or not, but you also have to remember that there are other players who have less experience than you. Introducing this item for lowering MMR killers to use against people who just downloaded the game would not be the best interest for BHVR to do. You wanting to kill a bully squad in higher MMR is not an excuse to create a broken offering.
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3039582#Comment_3039582
If you apply what I said based on people being in a premade, only premades will suffer for this (if survivors will queue as solo survivor the killer shouldn't be able to use it). In that way people will get more incentives for playing solo survivor, otherwise if they think that going against broken stuff is funny I'll just give'em what they want...
You see that's the problem I tried to mention. It could just be a chill 4-man of friends who just want to run meme builds or people who like to just play games with friends instead of being left on hook to die by randoms. You can't treat every premade as a group who's out to get the killer because most of the times, this isn't the case, they just want to play the game.
You also wouldn't be able to tell if it was a premade or just solo survivors in the pregame lobby. You wouldn't know if you should run a mori or not, and even if you did, you have no idea what they are going to be like. So creating an overpowered item that just makes the game unbalanced wouldn't be a solution for you to "punish" others playing the game.
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3039528#Comment_3039528
I've a good idea regarding this... If you are against a premade YOU CAN MORI PEOPLE WITHOUT HOOKING THEM (yes, like the original mori)... Since people want to have fun with broken stuff (swf) I don't see problems for the killers to do likewise...
We all know you can't balance the game on the small population of premade swfs who want to abuse game mechanics. You can't just punish the "poor" soloq survivors like that.
Although, I get your sentiment that groups who intend to abuse mechanics and "bully" the killer should have restrictions. It's just too hard to distinguish whether a 4-man group is 4 friends who barely play the game and get each other killed all the time or 4 pro players who will constantly body block and harass the killer. Making more things broken doesn't fix the problem.
-
@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3039406#Comment_3039406
It sure needs a slight buff, it's sad to see Moris literally never appear in the game after the change.
I'm not sure how you can slightly buff the ebony mori without making it miserable to go against again. The change they made to it was something I think was necessary because it felt horrible to go against, not only because the games were unfun, but you wouldn't get much bp and usually depip (which was frustrating).
If you want to see more Mori animations in the game. They are releasing the mori rework later this year, so I think they agree with you that the mori animation should be incorporated in the base game. We'll have to wait for more details, but just know they are reworking the mori system again.
-
This post confuses me so much that it made me smile and chuckle in confusion.
-
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3039108#Comment_3039108
-Claudette is mostly finished healing after 45ish seconds
-Another survivor appears to take over
-Claudette gets startled, runs away and has to start from scratch
I had a meg on my team on Ormond and the killer (The Dredge) was running sloppy. I almost fully heal her, get her heal to 99... and then she runs away and hops on the gen next to us. I frantically crouch and tell her to let me finish the heal because A) I wasted all that time healing her and B) Dredge gets his power faster if she's injured. She refuses and the killer comes in like 10 seconds and she goes down in 5 seconds.
We lost the game because of that play (she was dead on hook). I look at her perks in end game screen and she had resilience... if only players understood you can't 99 a heal against sloppy. I can't wait for the new killer perk self-care.
-
His add-ons are what make him difficult to go against. Blighted rat and blighted crow make it incredibly difficult to loop against because of how fast he can get, making it harder to either reach a pallet/window or get to somewhere safe at the next loop. It also makes it difficult to loop at filler tiles because you have to run perfectly to make sure you don't get caught too far from the pallet. Alc ring also makes it difficult to play against him because once he gets that initial hit, he can close the distance you got from the speed boost and down you almost instantly again.
It's still possible to try and loop a blight, but someone who is moderately good at them to very good at them with good add-ons makes him that S or A tier killer that everyone talks about. I enjoy going against a blight because some maps you can really abuse loops to make them miss rushes, but if they're good/very good, they'll usually get the hit anyway.
-
I like the Artist, liked her so much that I main her now. Though it is a lonely circle of people who enjoy the bird lady. People just don't like her anti loop and it takes a bit to learn how to play her effectively against good survivors.
-
I would say it is fair to keep slugging the way it is. It is a valid strat for killers and some killers really benefit off slugging someone to gain more pressure. There is only one situation where I can find slugging to be very powerful and annoyingly oppressive, which actually happened to me last night.
I faced a twins player (was a streamer) who said their strat to twins is slugging everyone and then hooking them. Their build was undying, third seal, knockout, and deerstalker. This build is highly oppressive in soloq or even duos. I was playing with one other friend so I was able to find him sometimes when he would actually call out where he was on the ground (most of the time I got the call out of I'm near a wall or near the corner-_-). There was a couple of things that happened that game that allowed us to get one escape and not get 4k.
- 1: I had soul guard. The reason I think slugging is alright is that there are enough anti slugging perks that survivors have in their arsenal to use between them. Slugging is a big risk for the killer considering how prevalent unbreakable is and it takes a bit to slug everyone (unless the survivors grouped up and then that's their fault sort of). I did leave the hexes up purposefully because I knew I could keep picking myself up, this was a risk though because of not being able to see anyone. Given the context of the game, being able to infinitely pick myself up was a better decision.
- 2: My teammates would crawl to middle map or closer to gens that were completed or being worked on (besides my duo friend, he just wanted to die). Even though I couldn't see my teammates who were slugged. The other two random players actually crawled closer to middle of map which allowed me to find them and recover the game. Although slugged survivors can't pick each other up, slugs can still help the survivors who are standing by crawling to either safer tiles to get picked up, or crawling towards middle of map where they are more accessible. I have had many games where the slug crawled to the corner making it impossible to pick them up safely. The way you get your team four man slugged is by putting yourself in a dead zone that is virtually impossible for your team to pick you up.
- 3: We split up on gens. Luckily, the other two random survivors didn't give up and quit, which I commend them for. If the killer has the intentions to slug, then you have to split up and pressure multiple gens if you want any chance to get things done and escape. Don't greed gens and let the killer get too close.
Of course you won't be able to counter slugging every time and it can be incredibly annoying. I was very lucky that my build allowed me to counter the killer. You won't always have games where killers slug and you won't always have games that killers don't slug. It's a risk when taking certain perks into the game. The killer can dedicate a build to slugging and they sacrificed those perks. If the killer doesn't have a slugging build and your team gets four man slugged, you either weren't paying enough attention to what was going on in the HUD to intervene before everything snowballed or the killer was above the skill level of the team anyway.
For anyone curious, the conclusion of that game was a 1 man out (I escaped). Didn't feel good to escape because I like playing altruistically and getting more people out, but I had to take the escape because of how earned it was. I also didn't want to reward the killer with a 4k because the game was truly torturous and there were four flans played (killer brought a pudding). 2 people bled out and the other person was about 10 seconds (at most) away from bleeding out. The killer was pretty good, I think if they didn't try to 4 man slug, then they would have gotten a 4k.
-
To be fair, the PTB I think is taking the game when it wasn't fixed yet from their first accidental ghost face music swap and they just didn't feel like changing it for the PTB because it won't make it to live server on release... right?... they won't forget right?... ...
-
I will admit it's interesting they didn't have two different sets of tiers for killer and survivor considering the large difference in amount of perks. Maybe they'll take this feedback and reconsider.
It's not like it's only benefiting/hurting certain people, but it does feel kinda bad that one side of their game is inherently unable to get the max 6 prestiges.
-
Clown, he really needs to get that cough checked out and maybe start cleaning the fingers before he eats them. Have you heard him wheeze as he walks, I'm no doctor but I don't think you should be making those noises from briskly walking.
-
Empathy, Autodidact, Solidarity, Borrowed Time (or some other perk when update hits)
Pharmacy/Residual Manifest, Ace in the hole, Appraisal, Plunderer's
Overcome, Lucky Break, Bite the Bullet, Botany/self care and a good medkit
Saboteur, Breakdown, Breakout, Boil over/Mettle of Man and sabo tool box
Dance with me, Deception, Head on, Quick and Quiet
Adrenaline, Hope, No one left behind, Wake up (Good end game build once the update hits)
Distortion, Sole Survivor, Wake up, Spine Chill (Lame last survivor build)