calem
calem
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@anarchy753 said:
I've gotta say, I flat out don't understand the devs' design pilosophy half the time.
Look at Huntress, she came in and they were like "ok, we have a ranged killer, so to compensate we're gong to make it so that survivors have a really large area that lets them know she's around."
Then Deathslinger comes out and it's like "ok, we have a ranged killer, so let's make him stealthy af, like no terror radius until you're already in shooting range, and add ons that can let him shoot you outside TR."
I don't get the issue with Deathslinger. He's a 110% move speed, no map pressure killer. Sure, he can get the jump on you if you aren't paying attention, but pallets are still his biggest weakness. He can't even down you if you're on opposite sides of the pallet like Huntress can. He's a WEAK killer and I don't understand why people are so against him. If you think he's unfun to verse, then I pity you for focusing on killers like him and not Spirit or Freddy.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1435857#Comment_1435857
I think you're forgetting the fact that you don't have to be "in chase" with somebody. In fact, I don't think you CAN be in chase with somebody while you're crouched. Maybe you are rewarded for not tunneling, but that doesn't change the fact that you can still just harass the hell out of one player and ruin their game, which I'm pretty sure is something that BHVR isn't okay with. They hotfixed PH just because some people played him in a scumbag way, so why shouldn't they do the same to Pig even if not all players play her like that? If they want to remove things just based off the potential to be toxic, then Pig needs to be soon as well.
Nobody said anything about being invulnerable. I think you know exactly what playstyle I'm talking about if you're a Pig player. Nobody said anything about invulnerability here, we're talking about a piece of ######### Pig who doesn't do anything but just chase people with a trap on their head.
It's funny how I've gotten comments on the efficiency of the playstyle, but that's not what it's about. It's the fact that she can play like a complete douche and nothing stops her, not even a small hotfix to change one or even two small things about her power, like they did to PH. They could make her traps pause based off distance to Pig instead of being in chase so they couldn't just prowl around people with a helmet. They could make it to where the progress gets set back a little bit every time Pig harasses the survivor, so they couldn't just keep getting knocked off a box and bullied to the point where their helmet makes their head pop. There's a bunch of small things they could do to make Pig less insufferable but they've left her in her stupid state for a long time. At this point since I'm convinced they don't want to change the power itself in a good way, I'd rather just have them remove the god forsaken thing and just give her a completely new ability that isn't toxic and has more options, rather than the "set and forget" RNG-based traps she has.
What you're missing is that PH cages negates both BT and DS, meaning camping with him was actually extremely strong. They HAD to hotfix it, because all the tools survivors had to stop camping were irrelevant. No BT hits. No DS stuns. You just get hooked again and you're dead. Pig RBT's don't do that, so this whole point of her tunnelling someone with an RBT is basically the same as face-camping the hook with any other killer. Still at risk of hitting someone with BT, still at risk of being DS stunned. No one can do anything about it, there's no real way to stop it from happening, just suck it up for one game and move on. Scummy players will be scummy players.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1435678#Comment_1435678
And it's also one of the single most oppressive abilities in terms of tunneling. Not that nobody else can do it, like RN Leatherface still can, but they're apparently trying to remove strong hook camping and stuff with the way they're changing Leatherface and Billy to not allow them to rev forever.
Pig, at least after Leatherface gets his infinite rev removed, is going to be the most toxic killer to face just simply due to the fact that she can just shut one person down and tunnel the hell out of them and not let them get their bear trap off. It's already bad enough she can crouch which removes the possibility of Borrowed Time.
I'm not saying it's the most effective strategy but I can't help but groan when I see I'm going against a Pig, because I know more than likely if I go down once I'm done for because Pigs never want to leave me alone when I have a trap on my head. It's not fun to go against, or engaging, and it allows for super scummy play. They nerfed PH's ability to tunnel as effectively in a hotfix so IDK why they can't do something like that for Pig. Anything to make her less annoying to go against.
I mean they wouldn't really change anything because her power actually rewards you for not tunnelling. You are wasting your time as Pig if you constantly chase the guy with an RBT on his head. He has to take the time to get it off, when you could be chasing someone else. I get that not all Pigs do that, but it is the reason the timer doesn't tick down if you're in chase.
But just to clarify as an avid Pig player myself: having an RBT on your head doesn't give you invulnerability. So many people think this. If I see you, and don't know where other survivors are, I'm going to chase you. Just like any other killer.
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Yes. I think it's fair. The only time I use Ebony Mori's is when I see a key in lobby. They wanna play dirty and not finish their objectives? Then I am going to do the same and only need to 1 hook them. In an ideal world, Mori's would only work on death hook and keys wouldn't exist. But hey, it's Dead by Daylight so who cares about "fun" and "balance". Better nerf Billy instead.
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@PerkyPerky said:
https://forum.deadbydaylight.com/en/discussion/comment/1434081#Comment_1434081
It shows those survivors can't play for the life of them, second chance perks toolboxes and still failed.
Other than that, it shows how the game is survivor-sided because just imagine those survivors actually had little common sense and were average.
Also, Otz plays 10 hours a day 5-6 days a week, so...
Yeah but this happening in a game is probably 1 out of a few hundred. It doesn't represent typical DBD.
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@killerstar said:
What does it say? I cant read it... :(
"Who takes the time to read this is a real ?, hardcore player or have a lot of time to (waste?)"
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I actually think it shows a good thing about DBD. Don't give up. You can still 4k and double pip if you play well. Sweaty SWF groups are annoying as hell but they aren't infallible.
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Like the other thread that's come back from the dead about Spirit, I agree she needs changing. Not a "nerf" per se, but having actual counterplay and skill rather than 50/50 guessing games. Indication that she is using her phase would be nice. But nah, let's nerf Billy.
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@GrootDude said:
She does have counter play though, I can do it and so can a lot of really good survivors.
You think using 3 perks to counter her justifies her horribly designed power? Literally no one is going to run Premonition/Spine Chill/Iron Will in hopes they verse a Spirit. That is not counter-play, that is called getting lucky.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1433423#Comment_1433423
In what version of the game am I playing all 4 survivors?
Seriously, if Billy has 4 slugs then he deserves to win that game. Unfortunately for you, playing survivor is a team effort and you run the risk of it going badly if your team is bad. It doesn't justify a Billy nerf (who is literally one of the most balanced killers). Sit on a gen or something instead of hiding near him to try some fancy flashlight save or whatever and slugging won't work. Or use Unbreakable.
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@ZtarShot said:
What do want me to do? Get tunneled with dark sense?
@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1433440#Comment_1433440
Sorry, looking for an actual answer instead a mad killer who can't apply gen pressure :)
The hypocrisy is strong with this one. Runs all the OP meta survivor perks, but talks ######### about NOED. Don't dish out what you can't take in return. If you wanna run Decisive/Unbreakable/Dead Hard/Adrenaline to fix all your mistakes, then you should expect killers to do the same thing.
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@Kagrenac said:
Adds a little spice.
Don't know why you would use it though considering Monitor & Abuse is literally just a better version of it
Shadowborn is better than M&A on killers like Huntress and Nurse. On Huntress it basically lets you always hit a hatchet if the survivor is trying to 360 it. With Nurse it helps find survivors (her biggest weakness), and helps see more in fatigue if I'm not mistaken. A lot of people use it a comfort perk though since the game doesn't have FOV options.
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No please don't main Spirit, we hate Killers with next to no counter-play and only 50/50 guessing games :(
Join us on the Huntress train. Very balanced like pre-change Billy and fun to learn. Really good once you know how to play her.
Or if you wanna stick to something similar Oni is very fun.
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I find the Saloon to be a very interesting map. I wouldn't say it's balanced, and that it is fairly killer-sided, but it is nowhere near as bad as some other ones.
Aesthetically, it's amazing. I think the layout of the map tiles is what butchers it. One side is dead and open space, the other side is a map-long jungle gym with like 58 breakable walls. Moving a jungle gym from that side of the map to the dead side with nothing but bushes and rocks would do this map some justice. I also have no idea why they gave shack a breakable wall to ruin it for the survivors. It's a staple tile in DBD and the devs decided to just make it near useless.
I have no problem with the size of the map. Size isn't really an indication of whether it's better for killer/survivor (looking at Haddonfield). It's just poor tile placement and gen spawns. I think the totem spawns on this map are the one good thing apart from aesthetics.
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Most of it comes with patience and putting time into the game. The longer you play, the more you learn, the better you will be.
Playing killer is way harder than survivor, it's something everyone knows. You have to micro-manage a lot of things. Which gens should I focus more? Where are the survivors? Where are my hex totems? Which pallets are up/down? Which areas of the map are dead (no pallets or jungle gyms)? Plus so many more things you have to think about.
My advice would be just keep investing time into the game. Perks will help somewhat, but a lot of 3/4k games for killer come from game sense and knowledge. Knowing when to drop a chase if it's wasting your time, or knowing which gen to go to. Watch YouTubers or Twitch streamers play, most of them are good and give plenty of advice while they are playing. For killer gameplay, I strongly recommend Otzdarva (or the channel he usually uploads to is called 'Not Otzdarva'). He's one of the best killer players in the entire game, and he's wholesome and has a very lovely personality.
Additionally, it is definitely worth playing survivor as well. Learning how to loop each different killer, which gens to prioritise, etc. with survivor will ultimately help with your killer games as well. Mind-gaming is the biggest and best skill to learn for this game, and there's no way to learn it well if you don't play both sides actively. If you want to look for survivor gameplay, my personal recommendation would be Fungoose. He's got a lot of game knowledge that he just spews into his commentary. It's very informative and even I am still learning things from him after a long time of playing this game.
TL;DR just keep playing both killer and survivor and eventually you will learn how to play each of them better and you'll climb ranks. Also watch content creators.
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I am a Huntress main and this is a terrible mindset to have. A good Huntress will absolutely dominate 4 survivors. Going into a game like that already sets you up to lose. She is not a weak killer. She is very strong. Just keep practising and you will get there eventually. She takes some learning unlike some M1 killers.
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I also cop a bit of abuse every so often for doing the same thing. There's a hooked survivor, the EGC has started (which means a door is open), I have no idea which door is open (more than likely both), and don't know where other survivors are. There is literally nothing left for the killer to do other than stand in front of the hook hoping the survivors are altruistic.
Even though it is a bit of an uncommon circumstance, more than likely someone has BT and they can tank hits for the person on the hook, allowing everyone to escape. In my experience, that usually happens.
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@Голубой said:
https://forum.deadbydaylight.com/en/discussion/comment/1419264#Comment_1419264
We didn't. I justl looked it up and it was T3 myers. But this is still such HORRIBLE design. Always shocked at how bad the design in this game is and devs just leave it. I kept breaking LOS with him and not feeding him. But I had two horrible megs on my team who just let him get there and I have to pay the price (and of course I am the one punished because they both sucked). This game is a mess...seriously thinking of jumping over to Resident Evil after this event,
Seems you just got unlucky. Tombstone Myers is pretty rare to come across. However, I know what it's like to be on the receiving end of that. Your teammates feed him stalk for T3 and then he comes and Mori's you instantly. It isn't fun and I agree it's not good design, but it's so rare to see this in a game that other balance/design issues should be dealt with first.
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@Jesya said:
\
https://forum.deadbydaylight.com/en/discussion/comment/1416170#Comment_1416170
Just had a friend start the game.... the unbelievable amount of grinding they have to do is making them want to quit after 1 week.
Yep. My roommates also have played a LITTLE bit of DBD with me (like 30 hours or less), but none of them have committed to the game because they can't use any cool perks. It seems I made the terrible mistake to waste hundreds and hundreds of hours into this game and I am still severely lacking in the perks department for my characters.
@Speshul_Kitten said:
It’s fine to me the way it is. We used to get less BP for offerings and we only had 2 perks to choose from when we hit tier 50, and even had less Blood Rush events. Be more thankful.
This is really flawed logic I see people talk about whenever this topic is brought up. "It's better than it used to be" "Be thankful". With the same logic, me giving a homeless person $2 hasn't solved their homelessness issue. But they should be "thankful" and "grateful" because now they have $2. The grind isn't an issue for people who have played thousands of hours. It's an issue for literally everyone else (90% of the player-base).
Really though, a bloodweb rework and something about BPS gains or costs needs to be adjusted so the grind isn't as massive as it is. It's extremely off-putting.
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I really am getting sick of these supposed Killer players who complain 4 out of 5 games are against 4-man sweat squads, that the game is unbalanced, or some other thing they complain about to justify why they're losing games. I've been playing at Rank 1 Killer for a while now and most of my games go the same as any other game. I very rarely get my ass handed to me by a 3 or 4-man SWF group because they are RARE. They do not appear every second game no matter how many times you tell yourself.
Yeah the game is buggy, but not so much to the point it ruins games consistently. I probably see 1 bug every 10 matches. Unless of course you're a Nurse main.
If you don't want Ruin cleansed, then use Pop. It's more consistent and can help more if the survivors have 1 or 2 gens left. More hooks = more value. Ruin is a high-risk/high-reward perk. You run the risk of it being cleansed instantly for insane gen-regression (if you have map pressure).
Lastly, toxicity can be found in any game, not just DBD. It's just something you have to get used to if you want to keep playing. People will be mad you killed them. Some of them are so entitled and think they deserve an escape every game. Just say gg and move on to the next game, no matter what happened in game.
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Yes, I too find killers annoying because they can kill me. Please remove them and let me sit on 5 gens and escape without any interaction. Thanks.
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I use BT in almost all of my survivor builds. You unhook them and they can tank a hit or the killer isn't anywhere near you and you can heal them. I believe it is balanced. If you go for the unhooker and you are being bodyblocked by someone with BT active, just wait 15 seconds. That's what I do. I don't think it has any glaring issues (such as DS being active even if you aren't being tunnelled), though it is powerful during the EGC.
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Yep. Everyone else already said it. It would be very boring. Plus I can't imagine trying to loop that killer who has increased base stats as well as Bamboozle, Enduring, Brutal Strength and Spirit Fury.
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Would be hella nice to reduce the grind and make prestiging feel better to do. Right now it seems like a waste - 1 piece of bloody clothes and losing all my perks? No thank you
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This really feeds my need for stats. Thank you.
Also wow, barely any Huntress or Pig. Console really is a different planet. I would love to verse more Plague and Billy but they just don't show up very often at all.
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@Momentosis said:
https://forum.deadbydaylight.com/en/discussion/comment/1350071#Comment_1350071
Fair. lol
Here's my stat thread I did awhile back if you want to take a look to compare some numbers.
The high Huntress games are obviously because of the Tome challenges and lol nobody plays clown or demo. I didn't keep track of my maps though.
Interesting that in our combined "200" games, we only ran into 7 moris. People on here make it sound like they get mori'd every other match.
Planning to do another one a couple weeks after PH releases.
I just think Moris are way more common in brown-green ranks. By the time players get to purple and red they generally realise that they're pretty unfair and aren't fun to play against. But that doesn't stop everyone I guess lol
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@brokedownpalace said:
Can't believe not one Freddy killed you! Granted there were only 3 but still. He usually sweeps my games.
Have you calculated your overall sacrificed/escaped rate? I'm too lazy to do the math lol
Very cool, though. I always like reading this stuff.
Freddy requires playing very differently to be honest and when I'm going against one I usually play very safe and (kind of) scared. I like dropping pallets early to avoid the dream snares being effective. I feel like if I played more games against him though there would be definite deaths.
As for the overall survival rate, I counted 59 escapes out 99 games. Which is 59.6%.
@Momentosis said:
Why not 100?
Because I didn't have enough time before rank reset aha.
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For survivor, Borrowed Time. I practically never take it out of my build.
For killer, NOED gives free downs and can secure so many sacrifices.
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I've been saying the same thing for ages and the majority of people ripped on me for it: Freddy is OVERLOADED and needs changes. I don't agree with the "all killers should be like Freddy", because then all killers will have map pressure, anti-loop tools, and built-in counters to strong survivor perks like BT.
I personally think all killers should be like Billy and Huntress. Billy has strong map pressure, but he can be looped easily. It's compromise. Huntress lacks map pressure but can end chases super quickly. I think most people can agree that these 2 killers are balanced and fair to play against. Then you get someone like Freddy who can teleport to any generator on the map, place snares to stop loops WITHOUT going into animation (take that, Trapper and Hag), and as long as survivors are asleep, see them glowing bright and not have to worry about BT. Demo pales in comparison to Freddy. I can't really think of any weaknesses Freddy has.
While I do agree Demo can be strong in the right hands, he takes so much extra effort when Freddy can do everything he can, just easier. He doesn't waste time setting up portals to teleport. He doesn't slow himself and risk missing a Shred when dream snares can be placed in the middle of a chase. Survivors also can't take away his teleporting ability.
Most people say "just wake up", but this is the equivalent of saying "just dodge the chainsaw" to a Bubba who's facecamping in the basement. The alarm clocks are always on the other side of the map. Which is a huge waste of time. Meanwhile, Freddy wastes no time in doing anything since he requires no set-up to perform effectively. Why can't we make Freddy an actual set-up killer like Trapper and Hag?
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@animalmak said:
https://forum.deadbydaylight.com/en/discussion/comment/1334720#Comment_1334720
I like a lot of these but I have two questions/arguments to consider:
Why would the killer want to protect Haunted Ground? It grants them instadown abilities and are essentially decoy totems to punish survivors for trying to cleanse a stronger hex. If HG never gets cleansed, it's a wasted perk slot. I do like the idea if applied to Devour Hope, however! I find that's usually the other hex HG is being used with.
For We'll Make It, giving a healing buff to the unhooked will practically nullify the perk in solo play. I love this perk and run it a lot, but people sometimes won't let me heal them; if I've now given them speedy heal power too, I'm cheating myself out of Altruism points. Maybe the alternative could be that there's like a 50% speed buff to self-healing for the person running the perk (not the person taken off the hook), or both healer and healed would leave no scratch marks for 3 seconds, or even that there's temporary Iron Will just during the healing process.
To main topic:
I would add something else to We're Gonna Live Forever. I use it for the stacks if I can get them, but if I go a game where I don't really get the chance, it becomes a useless perk because it offers nothing other than BP. Some sort of aura-reading could be useful (it's basically opposite BBQ so...), but I'm not sure how to implement it without it becoming like broken Kindred.
I would also buff This Is Not Happening. Resilience is the better injured perk to use, and I don't think I've EVER seen someone use TINH. Maybe granting BP bonuses or changing it such that the entire zone is a great skill check (so instead of 10/20/30% bigger, it becomes like 50/75/100% of the zone).
For Iron Maiden, I've always wanted the Exposed status to last a little longer. I love the random screaming in the match, but it's useless if the person's on the other side and I can't benefit from the perk. Not too much longer, maybe having it go 10/20/30 seconds instead of staying at 15. Would still require planning and such, but at least the stronger part of the perk gets a little buff.
Lastly - Unnerving Presence. Against good survivors that consistently hit skill checks, this helps more than hinders. I would add in that it also nullifies the great skill check progression bonus. If someone's hitting a lot of greats while this is active, they're going to finish whatever it is MUCH faster, so taking away that bonus is a good way to bring more worth to the perk.
About Haunted Grounds, they meant it's a different colour for the killer so they know to not protect it. Instead, they'll know which one is Haunted Grounds and which one is Ruin and be able to protect Ruin. But I 100% agree about We're Gonna Live Forever. Some games I don't get above 1 stack, whether it be because I died early or the killer barely hooked anyone, it just feels so wasted.
A few more perks I've thought about as well:
Cruel Limits: I think some sort of warning that a gen is about to pop (like Tinkerer) would do this perk good. Like being notified that a gen is 85% done but you don't get the Undetectable status (it just seems like a huge waste of perk slots to use half of them for Cruel Limits and Tinkerer). Or, increase the range and blocking dropped pallets as well.
Second Wind: I honestly believe removing the requirement to heal someone else would make this perk really good. At most it's 2 free heals, which isn't a lot but it's so much better than what the perk is currently and would perform much more up to par with Inner Strength.
No Mither: Always loved the idea that many people have said that you start the trial healthy, but as soon as you're injured/downed for whatever reason, you stay broken for the rest of the trial. Also, just give this perk a built in Iron Will.
Lucky Break: Halve the timer and let it activate each time you're injured or something. Most of the time if you get hit, the killer is chasing you anyway and hiding blood trails won't do very much.
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Here we a see an entitled Killer player in his natural habitat.
@lordtomato said:
Let me, a R1 survivor and killer to tell how unbalance is this game.
1) Survivor have too many meta perks, killer just have fews. Especially DS, the most unbalance thing in the game, you have to wait for one minute or the survivor will have a second chance is just ridiculous. Survivor can already wiggle, be pallet save, even your unbalanced flashlight save. You give them a perk that can give them another second chance? No, rework it or remove it. Another unbalanced perk - unbreakable, when you finally doen lots of survivor and though you can finally win the 10 % win rate. One survivor stand up and they all heal everyone up then everyone is back on the game. No sense!
2) SWF. Survivor should not be able to voice chat to know everything happens in the match. I never SWF because I know it is unfair. They can just know where the killer is, gen rush, god head on loop and 4 flashlights. Every SWF aura should be seen by the killer out of 70m.
3) Gen rushing. Survivor can do their objective very fast, but killer can't. Doing gens don't need skills, chasing and looping need skills. They can all go toolboxes to gen rush in 40 sec per gen and killer at least need 30 sec to catch a survivor unless the survivor is git gud. Generators only have 5 to be done but killer need to at least down survivor 12 times to win. No sense! One generator should only be repaired by 2 person and after one gen is done, all generator should be block for 25 second so 3 gen won't pop in the same time after 1 mins.
4) Too many pallets and windows. There are more than 20 pallets each map, 1 pallet can at least buy you 10 seconds while chasing by the killer. Windows can't be destroyed and it can buy you lots of time too.
Summary: Devs always listen to those survivor mains that complain about they can't loop for 5 gen and killers have the ability to kill survivor. If you say some thing like you are just bad at killer, I am a R1 survivor too so I know what is happening in both side. First, flashlight should not be able to save someone, you already have pallet and DS so will you survivor mains shut your mouth! Second, reduce the amount of pallets and windows, gen rush fine, just survivor have too much ability to waste killer's time. Disallowed flashlights, DS and unbreakable when there are SWF. If you follow my intrusions the game will be more fun and more players will come. I know it is unfair to new survivor, but every game is unfair to new players ( Including Mario ), you need to improve , learn and have experience, not giving some unfair chances and ruin the game.
PS: pretty sure you are new if you disagree this post. : 3
1) Nah, Killers have plenty of meta perks. And oh boy, more DS complaints! DS is fine as is. Unless you are purposely trying to tunnel people. I, who am also rank 1 in both roles (although rank is not a good determinant of skill!), very rarely have games where DS actually gets used. Typically it's when I force it out early or just forgot about it. DS only gets abused in 4-man SWF squads which are insanely rare. Flashlights are NOT unbalanced lmfao. Not even gonna go into that one (use Lightborn, Franklin's Demise, or Overwhelming Presence)
2) This one just sounds like you are upset you don't play with your friends. The game would lose a lot of players if SWF wasn't allowed. And again, they are very rare. Like 80% of matches are 4-man solo or a 2-man SWF at most.
3) Killing survivors isn't supposed to be fast. That's the entire point of killers having gen-slowing perks, that you seem to not know exist. Use Corrupt Intervention, Hex: Ruin, Thanatophobia, Pop Goes The Weasel, Surge. There are literally tonnes of perks to stop gen progression (and guess what, they're all meta killer perks!). Toolboxes have been reworked and are not as strong anymore. They have barely any charges and don't do much in terms of progression. Doing a gen in 40 seconds means there's probably 3 survivors on one gen which is just unlucky and something you need to figure out during the game.
4) Nah, not too many pallets and windows (in general). Some maps are different. Lery's obviously has the most windows. But it's not really a survivor-sided map. Hawkin's has the most pallets I think. And 90% are unsafe and result in free hits if the survivor wastes time throwing it down without getting a stun.
PS, pretty sure you're an entitled player who doesn't know how to play the game properly if you say anyone disagreeing with you is 'new' and implying they are wrong.
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@Black_Fence said:
Bond is better than self care. Use Bond, to find someone to heal you if you are that scared of being injured. Better yet run iron will and just don't give a ######### about being injured, that is what I do anyway.
Self care is a massive waste of time, half the time the killer will hear you healing unless you ran away from the hook which is an even longer waste of time. Self care doesn't help anyone on your team accept you so really if you are arguing it is viable it is only viable for solo-q. There is nothing worse than dying on the hook because immersed Claudy wants to self-care before she can rescue. If I could ban the perk I would because as a solo queuer I have learned that people that use SC think it is brilliant because they can gain a health state, but in reality they waste someone elses because by the time you are healed someone has probably gone down and you have done ######### all. It also encourages people to hate being injured. Being injured is not the end of the world (SC users seem to think it is) it is better to push 32 seconds of a gen then it is to SC because if you waste that 32 someone is probably gunna get hooked and/or die.
To me self care is the equivalent of no mither, yeah you get to change from one health state to another but the drawback of the perk is way to big. SC used to be meta now it is just trash. If you are red ranks and using self care you don't belong in red ranks simple as. I have taken the time to list perks that can be altruistic that is better than self care:
Inner Strength
Adrenaline
Pharmacy
We'll make it
Botany Knowledge (if you pair it with self care you are even more dumb, wasting 2 perk slots for something inner strength can do twice as quick...)
Plunderers
Resilience
For the people
You sure do like to group the entirety of people who use Self-Care in one bag, huh? Yes, we've all experienced the Blendette who is Self-Caring in a corner of the map while you're dying on hook and the other survivor is being chased, but that is the SURVIVOR not the PERK. To even compare it to something as terrible as No Mither is a joke and you are over-exaggerating to make a really terrible point. Let me just point out that list you made:
Inner Strength, a DLC perk that not everyone has paid for. Also relying on finding totems and that the rest of your team doesn't cleanse them. I've had this happen plenty of times and Inner Strength did nothing for me all game.
Adrenaline, literally only activates once all 5 gens are done.
Pharmarcy, a really terrible perk in another DLC that not everyone has paid for.
We'll Make It, doesn't increase the speed you heal yourself
Botany Knowledge, is ideally what you should be running if you choose to run Self-Care. It's not a waste of 2 perks slots.
Plunderers, is useless trying to argue about since you have a higher chance of getting something other than a medkit
Resilience, seems fine to pair it with Self-Care since it would increase healing speed and vault speed during chase. But if you run Resilience, you may as well run a more efficient ''vault/gen rush'' build of Resilience, Spine Chill, Iron Will and Dead Hard and stay injured all game. But that's not everyone's playstyle.
For The People, again, doesn't heal yourself. Kind of situational. Keeps you broken for a while. Not comparable to Self-Care. If anything this perk is only consistent in SWF groups. But I do enjoy using it.
Overall, you can't dictate how players should play this game.
If they want to be able to heal themselves, that's okay. But if they have the wrong PRIORITIES, like healing over keeping your teammates alive, then it's an issue. But it's not an issue with Self-Care, it's an issue with that player. I've encountered many good players who use Self-Care effectively.
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@Rey_512 said:
Killers don’t need the Deep Wound timer information, honestly. It would be helpful to SOME degree but it would feel inconsequential over time.
Pig doesn’t need to see her RBT timers, she would just tunnel the survivors with little time left. She’d just get a lot situational awareness that isn’t necessary. Add to the fact that she can crouch to make a timer keep going while chasing a survivor will make life hell.
I don’t think Ghost Face can see the Marked Survivor timer right? That’s probably the only timer I’d like to see on the killer side, since Michael can see his Evil Within 3 timer’s progress.
I haven't played Ghostface in a long time but I am 90% certain he can see the timer.
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Yeah reading your thread actually got me thinking about perks, which was the reason I decided to post this haha. I do agree Furtive Chase needs changing. Right now, to me, reducing your terror radius during a chase I don't think benefits the killer at all except for really niche situations.
@Frankie said:
I would just make it so DS would deactivate if you start repairing a generator. Honestly, you're not being tunneled if you're repairing a generator.
BT is fine, DH is fine (unpopular opinion), SB is fine, cause you know when it's coming, self care is in a good spot (has a huge upside while also having a huge downside), Spine Chill should stay where it is, resilience is great where it's at.
I actually wanted buffs to weak and non-meta perks. Things you want to have fun using but just can't. I don't really want to turn yet another thread into a pro or anti-DS war.
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As someone who plays a lot of Pig, I do agree with this. The typical killers I play are Pig, Demo and Huntress, with some Doc in between, and don't really get salt for playing that specific killer (although sometimes people really hate Doc). If I get salt it's usually because I "tunneled and camped the hook or something else in my rulebook blah blah". Trying to level up Nurse though for her teachables was something else. I used Plaid Flannel (the add-on that lets you see where you are blinking too) because I never intended to be a Nurse player and I was not good at her, but people were still salty at me for it even when they got the 4 man escape. But there's nothing you can really do to stop players being salty, just gotta say GG WP and move on.
@NinjaDette1 said:
Well in all honesty I’m not a huge pig fan due to people using her to tunnel when I’m trying to take the trap off.But I never Do anything toxic unless a teammate or the killer was first.
Just for the record, having a trap on your head doesn't mean Pigs won't target you. This is a big mistake I see a lot of players make who don't fully understand what to do against a Pig. If you're right in front of her, she's gonna hit you. Why would she bother wasting time trying to find another survivor when you are right there? RBT =/= immunity. A down is a down and she wants to get you sacrificed A.S.A.P, not risk you getting the trap off and doing something productive.
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@PayneMacLeod said:
Then, to go on survivor side: facing killers like Legion, who is super fast, and ALWAYS just leaves people laying, the Doctor who can seemingly shock from anywhere, Ghost Face who is undetectable from Spine Chill and other ones, to Pig Face who is also super stealthy AND has a whole other way to kill you to take time out of the game.
That, itself, isn’t the problem. Paired with crummy people who use all these things to their advantage, and meta the hell out of the game, just to feel superior.
I love the Archives and dailies. Maybe a few of you people have met me. I ASK before game if we can help each other (when I’m a killer). Both get dailies and BP. I also admit when defeated and open a gate or carry someone to the exit/hatch. But then, inevitably, things go sideways, and it’s no fun again.
The biggest problem with this game is that it rewards crummy people who play a crummy game.
And that kills my love for this game.
You just listed 4 low-mid tier killers with really uneducated complaints. Legion is one of the worst killers in the game. He can injure quickly, sure, but outside his power he is an M1 killer. A lot of the time he will hit you with his power and go to the next survivor. A strong strategy to counterplay Legion is don't waste time healing and just do gens. Renders his power useless. Doctor is a good killer if used correctly. If he is making you scream with his Static Blast, hide in a locker if you are in his terror radius. During chases, drop pallets early to avoid him making you scream and not be able to drop them. Ghost Face is like a mini Myers, but it is incorrect to say Spine Chill doesn't work on him. It does. Same goes for Pig. Spine Chill warns you (unless the killer is moonwalking) if they are coming. If the Pig is walking around in her crouch stealth the entire game then she is wasting so much time. 80-90% of the time good Pig players are standing normally. Her power isn't the greatest as it relies on RNG. Some games it can waste a lot of time, some games you get it off on the first go.
If you want to complain about strong killers (even though a strong team of survivors will get 3-4 escapes against any killer), it makes more sense to complain about things like Spirit, who has little to no counterplay and rely entirely on 50/50s.
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@kate_best_girl said:
So I understand LGBT for pride as its pride month and im a gay man myself but...why pansexual? Pansexuality was created as an inclusive term to people who have sex with children, animals, objects and other things. On top of that its now used as a symbol to spread biophobia and overall is being discarded/shunned by the LGBT community because it has such a problematic definition and history. Like did y'all actually look to see what the LGBT thought about the label or did you ignore LGBT history whats up here?
So everyone except one person is really gonna overlook what this person just defined pansexuality as..? Please find me a source that says the word pansexual was created to mean that. I can't find anything. Sigmund Freud of all people coined the term, and it basically meant that all choices humans make are primarily driven by sexual desires. And to even say that pansexuals are being discarded by the LGBT+ community is entirely false. The LGBT+ is one of the most inclusive communities in the world because we know what it's like to be different and shunned for it. Obviously there are no place for pedophiles or acts of bestiality, but that is not what pansexual means, as someone has already explained.
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I hate playing as Nurse because of the bugs and whatnot, and also hearing that weird scream every 2 seconds is annoying. Plus the blinking animation gives me a headache.
I hate versing Freddy because he's boring and usually doesn't deserve how the easy the game is for him. I can at least respect a good Nurse player.
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I had this exact same issue on PC. In fact I was actually using the exact same perks as you. Got unhooked, couldn't move, got farmed. Except the difference was the unhooking survivor wasn't grabbed, he was shot by Deathslinger.
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I don't think Freddy is overpowered, he is definitely strong, but not on the same tiers as Nurse or Spirit or something like that. However, I think Freddy is so easy to play and his kit is so overloaded that you get heavy rewards from easy/mediocre plays with Freddy. Take Nurse for example. Always has and always will be considered the hardest to play killer in the game. But, she is the strongest if used correctly. Able to end chases within 10 seconds. Getting played by a good Nurse doesn't feel bad to me because I'm like damn, that's a good Nurse who deserves that 4k. Freddy barely deserves any of it. Spam snares at a loop without movement penalty, force the survivor to leave the loop or take a hit. Hook someone, see auras with BBQ, teleport to the gen across the map and use PGTW on it, now find and chase another survivor. Rinse and repeat.
Freddy has anti-looping tools (snares; and we won't talk about dream pallets because I can't remember the last time I seen a Freddy use them), map pressure in the form of a teleport to a generator ANYWHERE on the map in seconds and counters to strong survivor perks like Borrowed Time. No other killer can do that. Billy has map pressure, but he doesn't have anti-looping tools. Nor can he counter BT so easily. Nurse has strong anti-looping tools with her blink, but can fail to apply consistent map pressure because she can't just pick a gen to teleport to. Spirit is the same. Strong at ending chases at loops, but fails to pressure generators that are a bit far away.
The main problem I have with Freddy and why I agree he is BORING to play against, is that it doesn't feel like he is a killer who deserves getting value so easily. He is an easy killer to play with an easy chance to 3-4k as long as you are at least half competent at playing killer.
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Ah yes, I too love singling out one group of people and claiming they're all terrible at the game.
But for real, whatever survivor people use means nothing. They're all just skins outside of getting teachables. But I for one have had plenty of great people playing Nancy.
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Well there are certain situations that this would counteract with some parts of the game. If a survivor's DS is active, a Mori can just negate that. You could be at the opened Exit Gate, they are downed a few metres before escaping. Their DS is active. They should escape, right? Except now you can just Mori them.
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I tend to nod when I am chasing a survivor and I know that I can down them. Not anything toxic. Maybe if they've looped me for a while and did some nice plays, that's when I like to nod. Lets them know time is up.
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I'm only greedy when it's a really good pallet, i.e. Shack or that one on Lery's that cuts the hallway in half. I almost never use them. Otherwise I only throw them down if I am already injured and can't do another loop. But seeing as I play a lot of Dance With Me + Lithe nowadays, who needs pallets right?
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How are you so lucky as to have BBQ, STBFL and Nurse's Calling (all Tier 3) on Ghostface with only 80 hours?
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You want data and I have some from my own Survivor games (it's not much but I only started collecting it recently)
I've been saving which killers I go against, if I escape or die, and what maps I've played on. I have not kept track of which killer on which map though.
Here it is:
Trapper: 2 games / 1 escapes / 1 deaths
Wraith: 3 games / 2 escapes / 1 deaths
Hillbilly: 3 games / 1 escapes / 2 deaths
Nurse: 5 games / 2 escapes / 3 deaths
Huntress: 7 games / 4 escapes / 3 deaths
Shape: 2 games / 1 escapes / 1 deaths
Hag: 3 games / 2 escapes / 1 deaths
Doctor: 5 games / 3 escapes / 2 deaths
Leatherface: 5 games / 3 escapes / 2 deaths
Nightmare: 2 games / 2 escapes / 0 deaths
Pig: 6 games / 5 escapes / 1 deaths
Clown: 1 games / 1 escapes / 0 deaths
Spirit: 6 games / 3 escapes / 3 deaths
Legion: 5 games / 4 escapes / 1 deaths
Plague: 1 games / 0 escapes / 1 deaths
Ghostface: 3 games / 1 escapes / 2 deaths
Demogorgon: 1 games / 1 escapes / 0 deaths
Oni: 5 games / 2 escapes / 3 deaths
Deathslinger: 7 games / 5 escapes / 2 deaths
Total Games So Far: 72
Ebony Moris: 1
Killer Gave Me Hatch: 1
Most Frequent Killer(s): Huntress + Deathslinger (7 games)
Highest Escape Ratios: Nightmare, Clown + Demogorgon (100%), Pig (83.33%), Legion (80%)
Highest Death Ratios: Plague (100%), Ghostface + Hillbilly (66.67%), Oni + Nurse (60%)
Times Visited:
Yamaoka: 5
Haddonfield: 4
The Game: 4
Coldwind: 5
Macmillan: 8
Swamp: 6
Springwood: 6
Lery's: 2
Autohaven: 11
Ormond: 6
Hawkin's: 3
Crotus Asylum: 4
Red Forest: 4
Dead Dawg Saloon: 4
Obviously some things you can't take as accurate just yet because I haven't played enough games (the 100% escape/death ratio killers especially), but I think it's starting to show which killers are better than others most of the time. Also notice I've seen ONE Ebony Mori at red ranks out of 72 games.
I'd say in general terms the game is pretty balanced right now between killers/survivors, but the discrepancy appears when we look at individual killers and their performances. A good Nurse, Spirit, Billy or Oni will probably 3-4k a majority of their games. A good team of survivors will probably escape against a Clown or Deathslinger a majority of the time. It's a very good question to ask but I think outright stating one side is favoured is incorrect.
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I like both but I'd honestly go with Sprint Burst. I'm not one of those people who walk around everywhere saving it (it's only a 40 second exhaustion period), but the amount of space and time you save through the course of the match feels so good to me. I get to gens faster, get to unhooks faster, feel safer in a dead zone, plus probably a bunch of other things that I can't think of. 99'ing it during a chase is also really good. You won't always bait a hit out from the killer but the extra distance you gain is great and far more reliable than Dead Hard.
Dead Hard for me is also really good just in different ways. It's better for closing gaps between yourself and pallets/windows and allows you to extend the chase, whereas Sprint Burst gives you a head start. The 2 things that really put me off DH though is that killers can just bait it out and still down you, and that a lot of the time you get dedicated anyway even though you pressed E.
One last situation that I favour Sprint Burst over Dead Hard for is getting unhooked when the killer is really close. It's amazing to make that initial distance and hope they don't tunnel you because you just SB'd away.
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When I play killer, it always surprises me when survivors take more than 1 exhaustion perks. I've been confused so many times by people who take Dead Hard, Lithe and Balanced Landing. I see them Dead Hard first, think that's okay, then next time I'm chasing them they just Lithe through the window and off they go. Oh wait a second, now they're using BL off the hill.
Also been absolutely obliterated by Dance With Me + Lithe + Quick & Quiet before. Just wish I played Doc that game lol
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1299550#Comment_1299550
Dont give up, nurse is ̶f̶u̶n̶ pure frustration.
Not so much the blinks I have trouble with, but the animation of warping through objects gives me headaches after a while. Plus, I don't like looking at the ground for half the match
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I am allergic to cats :( But I mainly play Huntress, Bubba or Doc. I have tried learning Nurse recently but it's too hard so I'm giving up