chieften333
chieften333
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- chieften333
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Comments
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If they're good, you can't. You'll just have to suffer through them until you get either good enough to counter them, or get deranked enough to get manageable survivors.
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Let's be real, you encountered a facecampimg bubba and got cranky, didn't you?
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God I hope they don't do him dirty like they did with billy.
One thing I'm not a fan of just from the short preview alone is how the gas cloud takes about a second and a half to spread. It was fine before, so I don't see why they saw the need to add that.
Let's hope the second one is actually useful, otherwise clown will still be the bottom tier killer.
Edit: pinky finger could with a change, but not a big one. Maybe it could reduce th amount of bottles he can bring. Or he can only use it on his last bottle.
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Get to rank one.
Then you'll realize how absolutely godawful red ranks are. Too many players are funneled into red ranks because of the horrible emblem system.
Once you start going up against the one percent that actually earned their place in red ranks, you'll want out as soon as possible.
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@VexTheHex said:
And Killers rely too much on slow down perks to win. They hide behind their gen prevention, slow down, or regression perks to make up for their own bad plays. They could just play better and apply the proper pressure without needing a perk to do it for them.
And Survivors rely too much on healing to win. They should just accept injury and realize they don't need any additional health states than they should have. (3. Healthy, Injured, Then Dead) Healing and getting unhooked is just rewarding their mistakes in the end.
And Killers rely way too much on their powers. If trapless Trapper can down a Survivor, the others can as well. A Nurse relying on her blinks isn't really expanding her horizon of outplaying the survivor with mind games. Victor stays inside, using him is a crutch.
Yep.
You could at least attempt to stay on topic
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@ukenicky said:
I genuinely don't understand all the hate against balanced landing and lithe lol
How are these handicaps? I understand balanced landing is powerful on certain maps but otherwise it makes a survivor very predictable in chase if they're going up.
Lithe I feel is a bit more straightforward and easy to use but gives away your position with the loud notification unless you run quick and quiet with it but it's got a lot of potential.
I have no beef with certain exhaustion perks. Lithe, balanced landing, sprint burst ( kind of ), and adrenaline. are some of the more fair perks.
Lithe requires you to already be in a good position to make use of it. Rewarding you for sticking to areas where you're not outpositioned.
Balanced landing requires you to set up the drop in the first place. Even with the perk you still suffer from a half second stun when landing. Putting you in a position that could land you on the hook. But also rewarding you for forcing a killer to endure the horror that is Haddonfield.
Sprint burst I find annoying because survivors typically use it as a dead hard when healthy. I main blight so i like to think they panic when they remember I have a sprint burst too. But as a survivor it can be used to get you out of a situation where you would normally be outpositioned because of your questionable positioning. letting you sprint to a loop to start the chase in a much more favorable position.
Adrenaline is highly situational, even if it gets you up from dying you could be slapped down instantly. But I dread going against a team that all get healed at the end, destroying my hard work and any hope of getting more than 1 kill in the endgame.
But one perk I hate with a passion is head on. Primarily because survivors use it as a bully perk. God, the 4 man SWF's I've faced that all used that perk.
The rest I consider crutches to one degree or another.
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@Orionbash said:
When killers can't instadown, teleport across the map in seconds right to survivor objectives, and have no counter with just 1 perk Ill feel bad for running exhaustion perks.
Until then killers can follow my Sprint Burst into looping position.
Using exhaustion perks to get into a looping position is exactly how you counter those types of killers.
The way those killers get you is by catching you out of position. So, you can either be observant to see the killer coming towards your gen, and sneak off to a more favorable position. Or you can be prepared to use an exhaustion perk to get yourself into position.
Even freddy has a tell when teleporting to your gen. You can either respect the tell by sneaking off, or stay and risk being hit if it isn't a bluff.
If you get caught out of position by any of those killers even after using an exhaustion perk, that is entirely your fault.
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That's the spirit! *WHEEZE*
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@EuphoricBliss35 said:
Objective: do gens. What do you need, a bot and time. How do you create time, get in chase. How can you prolong a chase, whether you’re good, bad or an in between? An exhaustion perk.
who cares
A lot of people, just because you don't care doesn't mean others don't as well.
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Based on the name alone, I feel like intervention would be a perk to specifically counter the blight.
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*Cries in ps4*
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853721#Comment_1853721
It’s 120 when you use both on people so many survivors give up healing after I tagged them or gave up chases because they can’t do or lithe away
That's what happens when you become reliant on exhaustion perks to do good.
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Remove aura reading on dull totems.
Otherwise it's fine as is.
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I'd say intractable shrines that let you see glimpses of her, could be on the same timer as her passive phasing. Kind of like what freddy does when he's within 16 meters of you.
Just so her power isn't rendered completely useless from a single survivor having too much info in a SWF.
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@ShamelessPigMain said:
The idea is to give them a better chance in a chase; they all have counterplay if you can figure out the tricks. Good pathing will make sprintburst useless, lithe is just the hex: huntress' lullaby of exhaustion perks, balanced landing is plain hard to activate, you can wait out a dead hard (or just have them exhausted on the ground), and head-on is just awful. Plus, you can only use one.
I really don't mean to be sharp, but I take some issue to this statement:
"But the matches I do play without them feel more rewarding because I rely on actual skill rather than 'press e to erase all mistakes'
I have to actually strategize the loops I'll link together when in a dangerous position rather than knowing I have a safety net with dead hard."
The idea is that you adapt to the presence of dead-hard with skill; you can often times bait it out, especially if you zone them into a bad spot. The issue comes with perks or perk combinations that are either uncounterable or nigh-uncounterable (EG, hex: ruin/hex: undying, DS/Unbreakable), which require you to waste large amounts of time to counter them. Dead-hard can easily be countered by mindgame skills.
I do understand the frustration when you have to make a hail-mary lunge, they dead-hard away, and pallet- stun you. But this is the same feeling survivors get with ruin or NOED or BBQ or even knockout; they have to go out of their way to deal with these. Even killer abilities, like spirit, depend heavily on survivor skill. This is just how perks work; they change how the game works, and if they're well-designed, they are counterable, but still keep their utility.
Ah yes, let me bait out this dead hard- well nevermind... he made it to the pallet... now the chase is reset because he can erase his mistake of bad positioning, and I'm forced to break the pallet.
Baiting only works when you have a survivor extremely outpositioned. Which good survivors will hardly ever allow to happen because they know how to optimally loop. Even for other exhaustion perks you can't really bait out a lithe when they gain so much distance that you might as well look for another survivor to chase.
I can attest that I'm a boosted survivor player, mostly because I can erase my bad positioning with exhaustion perks. Dead hard being the primary offender there.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1853923#Comment_1853923
They don't announce everything in streams. If that's the only way something is known then we didn't know about the Ormond/Autohaven graphical update. We didn't know about the Pyramid Head changes in the last midchapter. We didn't know so many other things (those were just the first 2 that came to mind). They are not required to tell us everything that's getting changed in a patch, especially if it wasn't on their mind during the stream.
The thing is, they've used streams in the past to tell us what perks will be next for their changes. For the past couple of perk change updates actually, none of which mentioned PGTW in stream. I never even mentioned killer changes, which have historically never been mentioned in streams.
And I'm sorry what?! "They aren't required to tell us everything that's getting changed in a patch." That is exactly what patch notes are for my dude! To tell us exactly what is getting changed in a patch!
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I hope they add better textures, I've noticed a lot of wierd texture lines on doctor's default skin.
But they'll look better than before, which will heavily improve the older killers overall aesthetic.
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It isn't an issue when you have 2 or more people working on a gen, mostly because you'll finish before the killer arrives.
If you know the perk is in play, try your best to play around it. It isn't guaranteed that the killer will rush over to you either. They could be busy chasing an injured survivor, or letting you finish to attempt a 3 - gen set up.
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@Altarf said:
Although I personally don't use exhaustion perks (excluding Adrenaline bc I love that perk), I wouldn't say people use them as crutches. Yeah, it's incredibly frustrating when you have a whole team of DH or SB, but exhaustion perks are essentially the survivor equivalent of Hex perks; important, powerful and risky perks that have significant drawbacks. Is using slowdown or hex perks crutching? No.
DS though, yeah, I think that's a crutch. For every time it's used on a tunneling killer, there's three killers who get DSed unfairly. Just my opinion though.
How is using an exhaustion perk risky? Dead hard I can sort of see with how much I go down while Being exhausted. But sprint burst, balanced landing, lithe, head on? The most risky out of the listed ones is head on, but even then the hitbox is very forgiving for the survivors when bursting out of a locker.
Exhaustion perks aren't inherently risky, especially when the majority of them involve sprinting away to a safe distance.
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BURN THE WITCH!!!
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What I meant was that they never mentioned it in streams as being up for a change. At the very least they put it in the patch notes.
Can't really speak for how well it was recieved though.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853822#Comment_1853822
I happen to love the autohaven reworks.
I feel like they could do better in regards to the ground textures. At least have foliage on them, it's so wierd that a map covered in trees has zero leaves on the ground.
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They'll probably throw in another unannounced perk change. Like they did discordance and PGTW.
Still kinda mad about that, mostly because those two perks were fine as is.
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@[Deleted User] said:
Big writing difference in things now compared to like....OG killers backstories that is for sure.
I feel like they could brush up on the backstories in the original bios. Most of what the original 4 survivors come down to is " they walked into a forest, never to be seen again. "
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@Healthore77992 said:
that's why i don't use them. You don't know how good you are when you can't fix your mistakes.
If I played without them I'd probably sit somewhere in mid purple ranks.
I am not deserving of rank 1 status on either side.
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Dead
When near a dead survivor, crouch then press E to diagnose them with the debuff 'dead'
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Asking in the wrong place bud
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@[Deleted User] said:
I think wraith is a worse killer than trapper, but trapper is more dated mechanically. Still they both need some work for sure.
Trapper be like....OoO? Well there goes my power. A map? Well there goes my power. Dead hard, okay just ignore all my loop traps okay.....a luck offering that literally only messes with my already dated and ridiculous RNG escape mechanic and makes you slightly more likely to kobe? Of course......
If they made that a timed interaction I'm pretty sure no one would complain.
Like around 12 - 8 seconds would be at least a reasonable escape time for bear traps.
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As a killer I really hate sprint burst. Primarily because the survivors I've gone against have essentially used it as a dead hard while healthy.
As a survivor, I dislike ruin. Not because it's unfair, but because my potato teammates don't stay on gens.
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Wraith is terribly outdated, even with the QoL changes he's received.
He needs more changes, thankfully it seems like he'll recieve more at some point in the next couple of major updates.
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@MrGrizzly said:
I mean he is a part of a very hated DLC, and even if they have it, his perks are pretty mediocre to useless. Looks like someone who was on too much... "plants". Yeah there are viable reasons why he isn't played that much.
Perhaps one of the last of his species got reversed chainsawed in a corner. :)
Poor mother[BAD WORD], he had the honor of dying to wholesome hands at least.
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*walks in wearing an absurdly tall trench coat'
Hi, Mr. Adult Man here, I do all the alcohol, and barely feel it. Because I'm an adult, definitely not a child.
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I think we all know who the sexy nurse outfit belongs to... that's right, clown.
But I actually have an idea for a series of legendary skins. Make skins for survivors that turn them into the the killers before they were turned into killers.
Felix - The Blight before he mutated
Fang- the spirit before becoming sashimi.
David - pretty boy trapper
Adam - doctor before he went more insane
Claudette - hag before she became some cannibals 3 course meal.
Yui- she could be huntress, considering they're both the strong female type.
ETC, y'all get the point
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/217127/the-devs-when-it-comes-to-data
Pretty ignorant of you to assume they have only the data they showed us. What we see is a very very very small portion. They can see all the factors involved and how it affects the data.
https://forum.deadbydaylight.com/en/discussion/comment/1852529#Comment_1852529
No, they stopped including DC's a LONG time ago.
If they can see all of the factors then why do they make such poor balance decisions?
And why shouldn't DC's be included in the data? Wouldn't registering them as kills heavily skew data that is used to make major balance decisions in the game?
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/217127/the-devs-when-it-comes-to-data
I just assume they have more behind the scenes than the data they provided us. They said not to draw too many conclusions since it was from matches where rift challenges were being tracked and you can't delineate red rank games to see further breakdowns or filter out "hook suicides". It would be dumb to assume the data they showed us with kill rates and pick rates is all they base their decisions off of.
Given Ethans balance choices... let's just say that statement doesn't give me much hope.
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@Squirrel_Thicc said:
Um bbq is not a crutch at all. I wouldn't even say it's necessarily meta.
Especially when it has some pretty clearly defined counters that are not hard to pull off.
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I used to main old doc. Got pretty good with him too.
I turned to blight when he came out. Mostly because I love the themes associated with the hallowed blight ( if you couldn't tell by my post history )
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@CountVampyr said:
Yikes. So many killers here getting offended by the use of the word “crutch”. The truth is, yes, most killers I run into do in fact use this perk, and it does make me wonder how much a lot of them depend on it. Probably a fair amount, but probably not as much as it would if we took NOED from some and Whispers from others. Everybody has their favorites, but some are clearly more popular than others.
The perk reduces the atrocious bloodpoint grind. While at the same time having a decent effect with counters.
If you hate it so much, hide behind a gen, hop into a locker, or get within 40m of the hook. It is not overpowered by any means.
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@QwQw said:
No, it's not a "crutch" perk. It gives good tracking and helps fix the insane grind this game has.
It also encourages moving away from the hook. Somewhat preventing camping as well.
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@gibblywibblywoo said:
How exactly would they quantify that? Just using rank 1 would dilute it a lot as 90% of red ranks are boosted trash.
Hence why they should actually fix the ranking system instead of ignoring it by using MMR.
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@lowiq said:
https://us.v-cdn.net/6030815/uploads/RKMMDNHVM1LP/zzzzzzz-png.png
Just make sure nobody takes you seriously when you complain about toxicity again.
OOF
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@QwQw said:
That's actually pretty cool.
They did really good with his lore.
I hope that when Vigo is brought into the picture again that they put this much effort into them.
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Not the worst, but far from being in the middle of the pack like Almo says.
They get punished for hitting a survivor with a basic attack. You know, THE THING KILLERS ARE REQUIRED TO DO IN ORDER TO DOWN A SURVIVOR. It takes away half of their power bar when you hit a survivor with a basic attack.
You can counter a legion by holding W for an extended period, and by not grouping up. Which are already valid tactics against most other killers.
But getting hit by their power is super annoying because the game is already a 'hold one button for 80 seconds simulator'. But their power adds another 'hold one button for X amount of time' interaction.
Not to mention how much of a joke deep wounds is.
They need tons of QoL changes to make them better to play as, and against.
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@Bwsted said:
Escape in solo? In swf? Through the gates? When matchmaking works?
It's the same issue as with killers. Lots of variables that must be contextualized.
They never do get contextualized either.
Yet they still use that flawed data as an excuse to nerf certain killers.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1852917#Comment_1852917
Pretty sure we get a civilization chapter on the 5th anniversary
I recommend Ghandi as a killer
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1852551#Comment_1852551
Pretty much this.
How is that a "revenge"?
Seems like OP is just looking for excuses to justify their behaviour.
Getting triggered/bullied doesn't make it ok to do that to others.
That's entitlement
Usually I just cooldown by playing civilization. Mostly because the devs recommended playing that over their own game.
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@xXCAM3R0NXx said:
Ultra rare: Shroom of tranquility
A pungent mushroom crafted by the entity, the thick scent clogs the throat.
Your humming is completely silent. Your base terror radius is increased to 32m
What do you guys think?
Could make it transfer her humming radius onto a survivor when you hit one with a hatchet. But reduce the 40m to about 32 when moved onto the survivor.
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They honestly just need to fix the ranking and matchmaking system.
As it stands the current ranking system funnels everyone into red ranks. When red ranks should really only have the top players in it. In that same vein, ranking up should definitely be much harder than it actually is.
Instead of actually fixing the ranking system, they're essentially going to do away with it entirely with MMR.
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Gone, reduced to atoms
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Don't worry about being toxic. People will go off on you for the smallest things in this community. So just play the way you want to.