ccactus623
ccactus623
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@MrLimonka said:
The problem is totem spawns are ridiculously unbalanced.
On some maps the totems are right next to generators or sometimes even right in the open. You can even spawn right on a hex totem.
And then you have maps like Lery's/Midwich/Hawkins... Good luck finding all the totems there without Detective's hunch.. no knowledge of totem spawns will help there.
The problem with the indoor maps is that you don't know where you are let alone totems
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I've lost games to it as killer. If you treat it like flashlight saves get the killer off guard sabotaging a hook at the end of the wiggle timer can be way more reliable than flashlights
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I've been playing a lot of pyrimid head lately and being able to kill some one who's just been unhooked in end game is nice. DS is silly when they can just crawl out. Same with lockers just jumping in a locker to stop the killer getting anything is silly too.
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@MadLordJack said:
If people want to pretend they accomplished something, let them. It's sad enough that they don't understand how easy an escape that is.
Yeah I don't take any hatch escape as a lost l, apart from a 4 man, there's no counter to it
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1621981#Comment_1621981
I consider a 3k a win, and I think more killers should consider a 3k a win too.
It's not about the kills it's the fact the survivors can decide where hatch is, keys were annoying before now it is just tunnel key and hope they have weaved ring.
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@pwncxkes said:
Well you can see the offering, so you can expect it.
Yeah but it's not the point, it's a poor design choice
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1621145#Comment_1621145
I don't understand why killers are obsessed with 4k...
I think the offering is balanced, killer can change his gameplay around it too, the trapper or hag and others can too.
I'm mainly play survivor but when I play killer I'm happy with 2 or 3k. So let them take their hatch, it's not a really big issue to let one or two survivors escaped as a killer... Is it?
I have no problem with losing its the fact it's that the survivors can just escape for free
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/191761/new-blueprints-and-keys
They wanted architects themed elements introduced with felix. If you see the offering just base your gameplay around it
That's the problem the only counter is don't kill anyone or kill quick
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@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/1614873#Comment_1614873
It felt as if they rushed through the question to get it out of the way and we still have no definitive answer.
I've played a fair few games over the past couple of days and I've noticed a slight improvement in framerate, I play the game on a PlayStation 4 slim model. I had a match with The Doctor on Ormond and I was surprised that the frames weren't too bad, pre-4.2.0 he was almost unplayable on that map for me.
Strangley, on the updated Badham and Yamaoka maps, framerate was actually better than older maps for me. I hope this a sign of good things to come. I still encounter the framedrops when status effects are applied, so nothing new there.
I thought badham was fine but sanctum of wrath was choppy as anything.
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Had it with other killers can't hook with out spamming the button , I've stopped playing killer taking 5 seconds to get it to hook is silly
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Can we have a blood point event for it ?
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@Deadeye said:
well, the new offerings can have a pretty big impact in my opinion. I was just wondering why the "let hatch spawn there" offerings are not hidden, as it tells both sides to have a killer sided hatch game when it comes to it
I agree the hatch one is useless as a survivor without a key which might make keys worse now ?
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Lucky break shouldnt drop blood either Oni isn't a weak killer. And maybe hemorrhage drops more blood but it decays faster.
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@Elena said:
What if it was a SWF that ran No Mither and it was against an Oni, that would really break him.
It's not much of an issue if they're risking it all on maybe getting an Oni.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1555420#Comment_1555420
I don't like slugging because it is the lazy man's play, intead of just playing the game. It also stops the slug from getting any points or participating. This may surprise you but survivors came in to the match to play the game too, they are trying to get points too. So many killers on here talking about what they "deserved". You know what survivors deserve at least a chance to play the game, win or lose, and the trifecta of lousy gameplay camp/tunnel/slug prevents that very simple act. And since everyone likes to camp and tunnel there are a host of other anti-dickhead perks that have to be run instead. I would rather have fun perks like plunder but BT it is so my team had a chance. So don't harp on how many perks there are for this or that, you gotta play the odds on what terrible playstyle you will encounter and thus counter vs picking perks for a fun game.
So if you downed someone next to a gen that's being worked on you would hook the downed person and ignore the gen ? Or you bumb in to someone who's just been unhooked you would risk DS? You down someone next to someone self caring and youll just let them heal? Slugging someone so you can kill the guy with key before someone else ? Plenty of reasons to slug. The fact that tunneling and camping dies off at higher ranks an slugging because more commons tell you it's the correct way to play
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Can you just down them and cloak and in cloak on them ?
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The killer has to have movement back before you can stun. You didn't it a bit early
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You could make the same argument for any survivor perk that increases speed on anything . It's a good perk that only works when the team is weak.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1555977#Comment_1555977
You can only "improve" so much. Even the best killer players have their skill capped and it comes down to waiting for the survivor to make a mistake.
Yes but survivors can only be toxic to weaker killers they can't afford mistakes with some people. the better you are the better they need to play. Just saying I can't win this so let me quit isn't much of a complaint
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I would rather see another token for distortion the other perks need a buff either way
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1555812#Comment_1555812
https://forum.deadbydaylight.com/en/discussion/comment/1555822#Comment_1555822
Oh I understand all of that. But I still choose not to slug unless I have to and I do just fine for myself. Slugging is a choice, not a requirement.
If slugging was required, I would have never gotten my adepts or reached rank 1
Slugging isn't needed every game but you do need it and the more killer realise that the more help the survivors need to counter it
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1555564#Comment_1555564
Well it should be obvious that a not so small part of all online communities get cocky/arrogant/mean as soon as they notice that they got into the power side of things. A good amount of survivor will stop progressing the game and start farming points or try to taunt the killer.
Yes I might be generalising a little bit here and I know that not even 50% are like this but those kind of games burn themselves into your memory like PTSD. And it happens on both sides only with the difference that the chance for survivor to meet the same kind of jerk killer is 4 times higher than for killer to meet either a death squad or unfun meme groups (assuming a equal percentage of both player groups are jerks).
Must be quite rare for that to happen, I would focus more on improving so they can't be as cocky then looking for a way out .
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Why would you want to forfeit ? If you're getting trashed it'll be over soon enough
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1555105#Comment_1555105
No one likes being slugged and it is cheap and lazy. You down them put them on a hook, pretty easy. That is the game, chase, down, hook, repeat, till dead. So many end game changes have come about with the excuse that it wastes killer's time, well slugging survivors is a waste of their time.
They should make 5 or 6 anti slugging perks. Imagine a perk that lets you get up with out any help. You don't like slugging because it works it wastes time for the slugs , the person the killer is chasing and the person who now needs to pick the slug up. Without slugging 3 people would be on gens instead of 1.
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Just play the game. Camping is boring and if you tunnel you have bT and DS to worry about. And just because a team is semi organised doesn't mean it's a 4 man sweaty try hard group. Enjoy the game get better you'll win some you'll lose some. Going in angry is never good
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MOM is fun to use at the moment much better than the BT DS DH UB combo I think it's find as it is after the protection hit buff
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1443178#Comment_1443178
You’d be surprised how attentive some killers are to even the slightest visual cue. And although rare, you never know when a killer runs Bloodhound.
I’ve found plenty of survivors that have tried to juke me simply by noticing the trail of blood.
I'm not saying it's never used but this perk has a unneeded timer it would be an okay perk after that
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@[Deleted User] said:
Yes it would.
I’m saying this as a frequent No Mither user.
When I use this perk with Iron Will, Calm Spirit, and an aura blocking perk, the killer almost never finds me. Even if I am hooked, when I’m unhooked it is ridiculously easy to disappear on the killer even if they were heading right back to the hook.
The caveat of course is that I’m 1 hit all game.
Its balanced that Lucky Break has a timer seeing as it doesn’t limit any players ability to heal back to healthy, and while injured (in conjunction with Iron Will or Off The Record) be leaving absolutely no trace of yourself for the killer to track. Unlimited use of that would be more broken than most survivors realise.
How often do you follow blood ? Some maps you can't even see it, iron will is far more powerful and that doesn't have a timer
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Even if it didn't have a timer I wouldn't use it. The weird requirements or timers on the later perks are confusing. It's the same as fixated why can't it work when injured? Lucky break might have some synergy with it then.
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@cluedup_survivor1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/1432296#Comment_1432296
I mean that makes sense in theory but you don't know it's on til one of you are clouted with it, no Comms too doesn't help.
As a killer main I don't use NOED as it's too unreliable and I would rather have a perk that works all game. Try detectives huntch.
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@cluedup_survivor1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/1432278#Comment_1432278
When a killer can down an entire team within the minute the gates are on it's not about it being helpful, it breaks the game.
Stay away from each other he can't chase 4 survivors
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@TheHentity said:
Well we have to ask ourselves: Is it an issue that billy players have a choice to make, but actually HAVE the choice?
What I mean is, what if with new billy you have to choose:
Do I use the charge ability to get somewhere quick but then probably have to rely on M1ing to down the target?
Do I just walk over there and then use the chainsaw to insta-down a survivor?
That to me makes him far more interesting in the PTB compared to the current game, Im not saying its not a bit overzealous but that is just numbers which can always been tweaked, but the concept of a choice is not bad.
Imagine having the most mobility and leathality and having the audacity to suggest a cool down for that.
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It makes missing the chainsaw punishing. Every other killer has to use their power effectively why shouldn't Billy?
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1431236#Comment_1431236
Ah ok how about a cooldown for running and repairing gens? Sounds stupid? exactly.
Every other killer has a cool down of sorts for their power why shouldn't Billy? He already has the most map pressure and lethality.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/170474/simple-trapper-buff-idea
I would be okay with a mini buff like +1 Trap and +1 Trap he can carry on default, but all of his traps? Absolutly nono. This would make him insanly strong and yes.. overwhelming. The Trapper is not nearly as bad as some think he is, he has a very solid killratio on any level and can snowball better then most other killers. He does not need a monsterbuff like this.
How often do you have all your traps place and get nothing from most, every time you get a trap and place it is wasted time. Now I don't play loads of survivor but I can't think of the last time I had a good trapper. Now obviously this would be dirty on a basement build but so other killer has to go get their power why should trapper ?. Maybe it would ve too strong but I wish they would go a bit crazy with some killers just to test
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Trapper should just start will all his traps and the bag addons should just increase it. Going on a fetch quest for your power is silly. This way if you put them in a bad position that's on you to go get them not RNG
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1407120#Comment_1407120
Doesn't change the fact that survivors who simply split up, don't play overly altruistic or risky, will beat you on many killers that dont have the neccesary mappressure. Well not actually beat since they'll just get brutal at most themselves but you get my point.
It all hinges on that "if" on average you don't get that, having a bad game here and there doesn't mean it's in balanced
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1406819#Comment_1406819
The RUIN nerf ######### over many killers entirely way harder than the mapchanges, instaheal and everything else NEEDED to be adressed because it was outright broken to a ridiculous level. Killers even after all these nerfs are still worse off than survivors who play for the objective.
Just because something gets nerfed a ton doesn't mean it's weak. If survivors start at a 100 and killers were at the beginning of DBD lets say a 5, what would change if survivors got incrementally nerfed by 10 points for 5 patches? Yeah sure they'd be nerfed a ton but they'd still be stronger.
Killer is easier than ever, ruin wasn't good for the game. I rarely have a terrible game as killer anymore
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1406809#Comment_1406809
So because survivors are unbalanced I should just accept the fact that I can't play with fun builds. Gotcha. I'll try doing some Spirit games with ebony mori.
What is your "fun build"
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1406812#Comment_1406812
Literally every killer can do that, if somebody actually wants to ######### you over he just facecamps you which by the way works better than it should.
And PH does it better than anyone else. If you see this a nerf you were playing him to tunnel. I'm not saying tunneling and face camping doesn't work. What I'm saying is it shouldn't be the best strat
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1406812#Comment_1406812
But tunneling isn't "dirty", it's efficient.
Plus there was counterplay, being good. Him hard camping the cage blocking any saves was BS and i'm glad that was removed.
Someone tunnels and people act like they've committed a war crime lmao.
Getting tunneled isn't fun with zero counter. I'm glad he got the change.
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@IceCreamPrincess said:
https://forum.deadbydaylight.com/en/discussion/comment/1406819#Comment_1406819
Oh i know The Executioner "nerf" was needed, i barely even see it as a nerf tbh since you shouldn't camp cages to begin with, and i believe the devs fully intended the cage mechanic to just be a different flavour of slugging
The last major nerf was of course as you say ruin, but that was more for the health of the game. Then there was of course the loop changes which was a nerf to survivors but also necessary. But it would be disingenuous to not mention the freddy add on nerfs, the spirit "nerf" where she collide mid phase, the nerf of Hangmand Trick from the PTB, which killed all chance of that perk seeing play and of course, them gutting nurse. And on the survivor side they had a minor gen speed nerf for co-op fixing, the sabotage change which could be argued as a buff or nerf, and of course as you mentioned, the changing of the instaheals.
Buff and nerf wise, the devs are pretty central on it, not heavily favouring one side or enougher with the changes they make. Although people argue the bias is more on the changes they dont make, but screw getting into "that" discussion
I think we're making the same point the Devs are trying to balance and that will mean buffs and nerfs to both sides. Some people like to just pick the ones they want.
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@IceCreamPrincess said:
https://forum.deadbydaylight.com/en/discussion/comment/1406804#Comment_1406804
Last killer nerf was actually legit a few days ago, if you count The Executioner not being able to see or go near cages a nerf. If yous dont see that as a nerf then i believe it was Gearhead being nerfed before its release, but that was a perk nk one was going to use anyways.
PH nerf was needed as it just made tunneling easier and like you say gearhead was useless pre nerf. The last few big changes have been in killers favour. Weakened strong loops, smaller maps. Tool box nerf. A few minor killer buffs , if you keep going back Freddy and doctor buffs whatever MOM was. Intaheals. The only meaningful killer nerf I can think of is ruin?
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1406401#Comment_1406401
Wow it's almost like tunneling is kinda needed sometimes to win the game.
Also stop saying "killer mains", it makes you just look thirsty for a pointless debate between killer and survivor.
He's right. It's a dirty play style to just tunnel out of cages with no counter play. His best strategy was tunneling that's not good for the game
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404275#Comment_1404275
You're actually stupid. You COMPLETELY missed the entire point of the post. They didn't outskill me. They held space bar on a gen quicker than I could physically move my character at the start of the game. While part of their team continued to hold down space bar on a gen their other teammate just runs at me and gets the guy off the hook. The other guy then comes back and unhooks the second dude and they both PUNISH ME by having a perk that literally requires no skillful action or thought to use as a get out of jail free card.
If you think that it's fair they can gain so much power and leverage by doing nothing that I couldn't teach a 5 year old to do in a day then you're the exactly the sort of delusional player that I'm talking about.
What do you want ? You chose to use weaker perks on a weaker killer on a weak killer map. And even with all that it sounds like a okay start don't be afraid of DS the good thing about using it first hook is on their next hook they won't have it .as others have said you can't win them all but DCing is not the answer
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@m0rtalk0mbat said:
It really is the devs fault in this case, they keep buffing survivors and nerfing killers into the dirt. Their meta perks have largely remained untouched since the start of the game while Nurse and the only good killer perk to slow a match down at the start Hex:ruin got shafted completely.
I just played a game as doctor where i hooked someone within 45 seconds of the start of the match, and by the time i made my way to a generator with a person on it, 3 gens popped. 3 ######### gens in roughly a little longer than a minute.
Game really does suck right now unfortunately, only viable killer for map pressure is Billy right now. But hes just so boring to play.
When was the last killer nerf? Survivors have had more nerfs lately.
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He should just start with all his traps and change the bag addons so he starts with more. No other killer has a fetch quest to get their power.
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@BubbaMain64 said:
I really just think the early game needs to change. If you don't get a down within 40 seconds of the game you lose and I'm not even being dramatic.
It's not about downs it's about pressure I have played games where I haven't got a down for 2 mins and got a 4 k, it's about keeping survivors busy and taking advantage where you can
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8 games isn't enough of a sample but a win loss of about 50% is the goal and you're not too far from it
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Ruin is a good perk, you're suggesting that the killer is punished for hooking ? Your suggestion would just lead to more camping as you can one hook some one and keep 2 staxks.