blue4zion
blue4zion
About
- Username
- blue4zion
- Joined
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Comments
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If you can get really good with quick shots, he's lethal at loops.
You don't need mobility, if you can keep pressure by quickly downing survivors.
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I like dark maps and really miss the moonlight offerings, but it is really rough for killer.
I'd prefer if more maps were dark like this but only on the survivors side, killers should have better vision.
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Honestly nothing. Things have problems and imbalances but I love every bit of it and have nothing I completely hate in the current game.
I could say Hillbilly, but it's just a bias because I'm terrible as and against him for whatever dang reason. Still, I can't have dbd without him.
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It's really not fun for me either side. It's unfair and I always feel bad. As survivor, I'll often give them hits/hooks and or let them sacrifice me at the end.
As killer, I'll either slug them to give more opportunities for them to chase, swing too early, pretend I lost them etc.
It's especially cute tho when they hide and a big ol' arm is just sticking out completely visible. Is okay dweet, I definitely don't see you xD
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Doing bones or spotting bones for later does help.
I slug regularly and it does help.
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Small maps are good, but they should make more spots for survivors to hide and use. Too many dead zones also.
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Something feels off, but I can't explain it.
Not on just billy either, since I don't even touch him.
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I like being able to slow down the game with Freddy, minimizing the need to use slowdown perks. Also having the added range in which you are invisible to awake survivors has given me plenty of easy hits on greedy survivors.
Edit: The one I'd pick is Swing Chains
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I've wanted a perk to either let survivors repair a pallet, or reinforce the pallet to make the stun duration last longer/ take longer to break.
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I want that because I'm terrible with hatchets lmao, I'll miss like 80% of em.
Would be nice practice
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I hardly struggle with killer emblems, unless i get completely bodied.
I dunno what I do to get em honestly and I do not care about ranking up, a win to me is about the points.
I slug a lot during the game, especially if a person just got off the hook or if the chase was really short. I believe tunneling might be bad for emblems because that's one less health state to chase through and get points on.
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I've had the game for years but barely play her. For a moment I tried to main her but I'm just terrible with aiming on controllers.
However, I'm trying again since she's in the rift.
I always have fun with her, just find myself not using hatchets very often; same deal with the Deathslinger.
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I was playing with a friend whos never played the game, so i'll give them that. BUT
As they were escaping (I spectated) I told them about the extremely obvious trap right in the middle of the gate; telling them to go around it.
Get an "okay" as they step into the trap seconds later xD
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Pallets should always be the last thing you go for; windows make it easier to conserve them.
Deadzones do need to be addressed though
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One of the best patches imo. Theres bugs to be expected and not every map got fixed but this is a good step towards helping balance and the sensitvity increase had made a tremendous difference on console.
My only issue is movement feels weird, I've heard others say it so I can't be tripping. However, it seems to make 360s easier and just overall feels smoother; its just a matter of adjusting to it. Been running into a lot of stuff as survivor lol
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Personally, I wasn't a huge fan of the first rift so i'd say this rift is 2nd best.
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I don't understand the problem here, killers were not nerfed, plenty of maps had their safety reduced and it's been great. Good step for the game
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So far, I've seen every bug from the PTB in live once again.
I don't understanddd
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Ohh so that's what made the redstains easier to see for survivors.
Thank god then, seen too many dbd youtubers using that and it obviously helps when it comes to loops.
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Forgot about this, played a survivor match and kept messing up during chase because the movement felt weird- then I realized how dang high the sensitivity is now, excited to try killer lol
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Ps4- Don't have the Charm either.
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Don't have it either, just came to the forums to post about it. On Ps4
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I personally beg for a Spirit every match, my friends hate it but I love her so much <3
And is it not satisfying af to win chases against Spirit? That stuff is exciting.
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@Carpemortum said:
So how is comparing a buggy game to having flashbacks of being in the Vietnam war remotely acceptable?
"Oh no, my game looks funny"
And
"I cant sleep because noises remind me of watching my friends die as we fought a losing war for a country that hated us for it, and have mental issues or physical disabilities from it".
Are two DRASTICALLY different things.
Comparing game issues to being in a ######### war is distasteful and offensive to those who did serve, and belittles what they ACTUALLY go through.
But yeah, my game is broken, I guess I know what it's like to be in war. 🤷♀️
Wow, people that can't take jokes are interesting. Clearly he meant nothing bad about it, and it's commonly used when seeing something you hated/disliked that you haven't seen in awhile.
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It's really up to you! All I got to say is
Points/Emblems
Could help out/save the match
Possibly makes players less angries and you receive less hate (but who cares?)
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Big update, must wait... soo long
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Before I say this, I'm not sure if it happens all the time or only sometimes.
My Spirit games have actually still been fine, but a big thing that made me love spirit was that stand still fakeout, so kinda sucks, its been awhile too so feels like a shadow nerf; maybe they're even leaving it to see how it makes her perform, it's not a bad idea.
I have noticed it's harder to get them now, for a moment I just figured people are finally getting good against her. Guess its both?
Edit: The "shadow nerf" is somewhat a bad idea, as there is better ways to test stuff (and tell us) but I would understand IF that's what they're doing.
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I know some stuff is fixed as changing it could give benefits in game, but really more needs to be said on stuff like this.
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14Gb on ps4
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Rarely get hit by it as slugging is a regular strategy of mine but some of the ways survivors have found to abuse it can be obnoxious but it's no biggy. Love it when they hop in a locker while the game is going in my favor, just staring at the locker only to down them and leave them anyways makes me chuckle lol
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Windows isint too bad when you're new or playing solo, but other than that it barely help experienced survivors. (op against pallet freddy tho)
Zanshin is really only good, again for new players (or new maps?) and arguably good for a few killers like possibly doctor to know when to start shocking.
I'd like to see them have some sort of passive, like Windows gives additional vault speed, Zanshin increase break/vault speeds (Passives shouldn't work while they're on cooldown)
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@DelsKibara said:
I'll just copy and paste what I said on another thread:
Facing Spirit and Freddy is fun, they actually pose a challenge to me as a Survivor. The only reason people don't like going against them however is because their power sometimes requires you to put more effort in than the killer themselves. And I feel like that's how facing a strong killer should feel like. How a strong killer should be. You need someone who understands Spirit and how she plays to counter her, to fool her during a loop or to beat her when she is faking her phase. And you need someone who constantly keeps Freddy busy and tear down his Fake Pallets and Snares so it'll be easier when being chased by him again.
It's not a 1v1, it forces Survivors to try be a 4v1. In a thread I made a while back, DBD right now feels like a 1v1v1v1v1 and I am very bothered by that. It's why I think playing Killer is easy right now, because solo survivors typically don't play the game as if it is a 4v1. It's a free-4-all.
Freddy forces a second objective, the Alarm Clocks, they force the survivor to choose either being vulnerable while asleep or risking waking up so it'll be easier for him to be chased around the map without the risk of being snared for 90 seconds. That's a full generator if you could keep Freddy busy for that long. Unless he can hit you during that duration, he is an M1 Killer. The game itself made it clear that staying asleep is horrible for you, that staying asleep is not advisable, that you should wake up when you can or wake up when it's no longer safe to be asleep.
As long as you are good enough you can keep Freddy busy before he even has a chance to use his power, he can waste 2 generators before he is even able to use his power on you if you start off wide awake. His Ultra Rare Add-ons are actually worth to use unlike certain other killers, and that's how Ultra Rare Add-ons should feel like. They should immediately feel like the Killer has a more crushing pressure from the start, and Survivors need to work harder to get out and escape.
And before anyone asks, I don't main Freddy, I suck at him. I don't know how to play him effectively. But I do know as a Survivor I always cheer whenever I see the clock at the bottom left of my screen. Because I want to see more killers like him, strong and effective, and forces me and my teammates to work harder to escape. To think differently to how we counter him compared to other killers.
Anyways, now that this is over, I'd like to also mention.
I know I am probably the odd one out here, I know the popular opinion is that Freddy is overpowered or braindead. But I feel like mentioning something.
Not everyone wants to play Survivor against a Killer they can easily understand and counter. Some of us actually want to feel like we earned our escape, to sometimes sacrifice others or yourself so that some of the group may escape. If Freddy is overpowered and braindead, then the Freddy killers I have been facing must be really braindead because they haven't been able to easily get more than 2 kills. But then again, that is just my experience.
Really good points made here, seriously, all other killers who aren't top tier for the most part really have to rely on Survivor mistakes to do well.
Both Freddy and Spirit are more difficult to chase, but it's completely possible to waste enough time (even if you get downed!) to help out the whole team. Dcing as soon as one of them downs you does make them seem op; good way to make the killer have a lot more pressure.
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Good thing to do when this is happening is put on perks/items to counter a killer, and luckily for you Doctor has a pretty hard counter to his tracking; Calm Spirit.
Using perks as a counter is never great, but it'll make things easier if you continue to face him or you'll get the bull of now that you've brought counters they aren't showing up.
But then at least they're not showing up lol
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I'd maybe like this idea if head on didn't exist. I dislike clashing perks, and I sometimes bring other exhaustion perks with headon; don't really want it further limited.
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I got lucky with this one, first game with it they all basically killed themselves in the basement.
Love them over-altruistic SWF
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Issue here is,
you do not NEED to have any of the meta perks to win. Not in the slightest, they just make it easier.
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It's one of the most balanced realms now, I do seem to get it often but it doesn't bug me as most of the loops are skill based, much more fun.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1221962#Comment_1221962
That is the same argument as using perks to counter perks. It's a bad, bad fix. Especially since these items, in the occasional circumstance they are in the game, completely destroy the killer if they happen to be going against one of those specific killers. Using perks/items to soft counter specific killers is bad enough. Hard counters are absolutely atrocious.
It really is, I understand trust me.
Bring it to counter, never get em. But I get them when I don't have counters!
But it's something ig....
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Maybe yes, but he does have a very audible cue of when he's activating it.
However, it almost always too quick to actually make it to a locker.
For now I just suggest keeping the timing in mind, ready for it; works for me.
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Hard to say as I like to switch things up to keep things interesting, but i'd say
survivor: Botany or Spine Chill
killer: Whispers or Pop
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Yup.
Had a great Legion game going, showing some reeeeally toxic swf who's boss, and got disconnected for no reason, end lobby showing me and one other person dced.
Also got "lol baby killer dced LMAO", 5 minute wait, wasted offering.
I just can't hate this game tho xD
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@MadLordJack said:
Items shouldn't interact with killers in any way, it's an ancient mechanic that needs taken away. Lightburn, maps and flaslighting traps? Why are 4 killers specifically weaker because of an item? How is it fair that an item interferes with their power in such a direct way?
I think something like this is good for stronger killers, to give more counters.
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I wouldn't hate something like shining a flashlight on a phase walking spirit will reveal them for as long as the light is on them, that would actually be pretty neat.
More use for flashlights, another counter to Spirit.
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To you she might be ranked as the most unfun to play against, but i hope for her almost every survivor game.
There IS more than just guessing, sound makes it easier for her but its up to you to not stay at loops when she phases, or up to you to see the cues she is phasing and using your brain figure out if you need to silently vault something, walk away, even run in circles if you have few options, it very well can throw them off and buy you more time.
Its different facing her than most killers and people arent used to it. I guess what helps me against her is i mained the hell outta her when she released and i just usually think "what would i do?" when im against a spirit.
You need to pay attention to when she phases and change gameplan when she does, be an unpredictable as possible.
Again, sounds make it easier and i would say that bringing back the volume of the phase she would hear from her PTB can help reduce easier tracking through sounds.
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Yeah I've for sure noticed problems on the Spirit's side, but didn't realize survivors were hearing the phase. Okay, changes my playstyle with her for awhile then ig.
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Shes deadly in the right hands, especially against an injured survivor making noise. However, really difficult to play at the start. She's got a pretty high skill cap and can do all kinda of neat stuff to trick and throw off survivors. Using her power in chase is pretty difficult when you're not used to it, but if you're good with tracking through sound its not too bad. I feel prediction and mindgames/fakes show skill.
I've mained her since her release, and I'm starting to think the ability to hear injured survivors so easy is kinda op. I remember back in the PTB it was louder on her side, and I would like to see that come back and tested.
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Nurse is for sure still the best in the right hands, she completely ignores survivor defenses.
All the changes did was separate the actual skilled nurses from the nurses who just relied on perks/addons with her to win.
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A really precise and quick deathslinger is pretty freaking deadly in chase.
I just wish he had some kind of mobility, when I first saw his design I hoped he would be able to harpoon into a wall to do something like reel in for a fast sprint.
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Traps definitely need something done about spawns, like having them spawn more near gens or just the middle of the map; away from the edges.
He also needs more than one trap in hand at default, its bag addons are almost mandatory.
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Honestly good question. It's weird, and doesn't really have many/beneficial uses if you're looking for a game with lots of points and good emblems.
I believe Otzdarva even tried to use it strategically in chase, but it just didn't work out. Tried it myself, didn't get much better results.