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dbd900bach

dbd900bach

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  • I don't notice MFT because I already run Blood Echo and Fearmonger on a lot of my killers, plus exhaustion add-ons. Keeping survivors exhausted is key while also keeping the pressure on. You lose that pressure, and you'll feel the effects of exhaustion perks much more.

    Obviously its not THAT simple and I'm not saying this as if your bad if your having issues with MFT. I'm just saying there's a way to mitigate its up time while also negating other exhaustion perks

  • I kinda get it but at the same time I don't think the devs can do very much about stealth killers because...they're suppose to be stealth.

    You not knowing where they are is the point. Against killers with an active terror radius, the visual heartbeat is about as good as it gets and it even accounts for lullabies

  • There's nothing fun about it. It just happens and that's it. It's not a well timed dead hard or something survivor has to work for. It's especially detrimental to 110% speed killers who have to sacrifice an add-on slot for exhaustion

  • It's extremely rare for Devour to actually last any decent length of time in a game and get use. A good chunk of the time It's taken out at the beginning of the game because it spawned directly next to a survivor

  • Yea, Singularity feels pretty odd to play. He's certainly a very fun killer to play as albeit very map dependent but that's normal for a killer. Then there's everything you mentioned which kinda dampens the experience.

    Singularity is kind of like trapper in the sense that his games are 50/50. Sometimes your pods will work extremely well in the right placement areas, other times they kinda feel really useless either because a survivor doesn't go where you want them to go, or the targeting doesn't work despite their body being clearly visible. Then sometimes they just emp chain your ability to make it impossible to even use your teleport.

    A comparison I like to make is Dredge. Dredge can technically do everything the Singularity can but better. Sure he doesn't have Overclock, but his anti-loop ability is a lot more controllable and interactive plus he can zip around the map as he pleases without having to rely on shooting a pod. Not to mention nightfall which makes Dredge even stronger for a longer period of time than Overclock

  • I think the better answer to something like this would be making the killers more fun to play against and more balanced to begin with. Of course, that's a pipe dream and most killers on the roster need changes that the devs can't at all keep up with for some reason.

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468686#Comment_3468686

    Not justifying the devs here, but even when they decide to do huge changes it feels like everyone complains. Doc, Spirit, Bubba, Billy (sorta justified for killing his add ons), the list goes on. Its hard to win with this community.

    Also I thought the twins were actually in a decent place at high level due to their ability to slug, or did that change?

    Doctor, Spirit and Bubba were examples of good changes/reworks that made them playable and able to compete in at least C or B tier to A+ tier. Then we have killers like Billy, Freddy and Legion who's reworks are somewhat failures. Freddy is abysmally weak right now, and the overheat mechanic rarely ever activates and is super gimmicky, and lastly Legion who's reworks didn't touch or fix the core issues on why people don't like Legion at all.

    Concerning Twins, it's not exactly about high level or good placement, but largely because only 2 people ever actually play twins

  • @Kius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467354#Comment_3467354

    I'm glad it's quite the oppossite for you not what I've experienced myself. That said. Point stands the power is very high risk and moderate reward in a game where you can lose up to 3-4 gens before you could down someone specially with todays meta.

    That feels more like time and attention is being put into the wrong area. The very beginning of the game is when the Singularity has the most strength because it's impossible for survivors to have a emp so there's no counter.

  • @Kius said:

    Very weak in chase if the survivors hold an emp.. you're most of the time using the pods to "patrol" gens.. it's very high risk if you try to use pods during chases and miss but if you land is rewarding but not worth it considering gens are flying nowdays.

    It's been quite the opposite. Generally your pods will be down all the time if you only put them at gens. If spreader throughout the map properly you can hit most survivors. If they emp, they'll just hit again by a different pod in the right circumstances or you teleport before they can pull the emp off

  • Hex perks are in a funky place right now because a single hex is kinda useless regardless of what it is.

    The only actual way to run effective hex perks is haunted grounds, or an entire build dedicated to hexes. Devour hope, Undying, Pentimento and haunted grounds.

  • The Singularity has a high skill ceiling so why are people expecting something out of him their first few games? No one is going to master him in a simple session.

    After the latest buffs, Hux is now an extremely balanced killer who is punished heavily for making the wrong decision either in chase or simply where he placed a pod. This is regardless of emps which are drastically less plentiful and impacting.

    Hux is now comfortably at the very least A tier, but struggles due to being reliant on maps which he struggles mostly on indoor maps or crowded maps due to there being poor sight lines. Otherwise he would have the potential to be top A tier in the hands of a player who's mastered him.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379857/singularity-build-ive-had-the-most-success-with-this-yes-this-is-a-guide-kinda

    i think if your leaning into exposed, I would use enduring spirit fury hubris on him. he breaks pallet quickly enough to charge enduring fury and hubris will grant you an instant down every time.

    Unfortunately the devs did account for this. The Singularity's overclock ability does not activate Hubris

  • It's very easy for survivors to constantly have an emp. It was even worse in ptb but it still doesn't feel very good to play when your power is being constantly shut off

    in emps Comment by dbd900bach
  • BBQ is a perk I use for mostly mobility or teleporting based killers who can use the information quickly.

    Otherwise you have a plethora or other aura reading perks or add-ons that do the job better, last longer and activate in better situations.

    BBQ was used for bloodpoint gain, and was realistically a sub par aura reading perk

  • I believe when used in moderation or as a side-effect to what your doing, then yes it's pretty mediocre. However, if you actually make a genuine build and playstyle around it, then it can devastating to most survivors.

    Remember that it blocks not just survivors from seeing their own auras, but also the killers as well if they have the perks for which they often do. Combine it perks or add-ons that make survivors oblivious, and they will have absolutely no idea what's happening.

    Even a sfw will still have no idea where the killer is

  • The issue with unbreakable is that it doesn't guarantee value in every single match. Dead hard was so good because it had minimalistic requirements but major value in offering a free second chance to extend chases.

    Unbreakable doesn't do that and requires you to be slugged in order to work. Sometimes you'll run into a killer slugging, or will just end up in a situation where you're all slugged in which yes it works, but that doesn't always happen. Most times you're picked up instantly which negates the perk entirely.

  • Wiggling out of the killers grasp is not meant to be a common thing. It's simply a mechanic to stop killers from being greedy while also providing your teammates an opportunity to help you.

    You already lost the chase or got blindsided by the killer. They won the battle so they should be rewarded, not punished for simply picking you up and playing the game the way they were intended to

  • Yes and no. Realistically both SM and Singularity were both being developed at the same time or close to one another.

    At the same time though I really did expect a mechanical beast from Tool of Torment, or at the very least a much cooler inventor type character which Behavior vastly underused as a concept

  • Funnily enough from what I've seen he actually has quite a bit of potential, but also might be very intensive in terms of Ghostface

  • @GoodBoyKaru said:

    If we ever get a JC chapter I would quit on the spot. I don't want to be even remotely affiliated with anyone that would support that creator monetarily.

    While it still stands that JC should stay away from this game, the original creator no longer benefits financially from anything Jeepers Creepers related. I think he lost the rights as well

  • Wiggle wasn't nerfed. It was just put into a new mechanic so people wouldn't break their keyboards or controllers trying to wiggle out of the killers grasp.

    Wiggling out isn't even suppose to be all that common to begin with and the killer making it to another hook is just map design. There's more hooks so survivors can't as easily abuse breaking them. Also going down and being hooked only happens because you yourself got down and hooked. Maybe be bring better chase perks instead?

  • I think it needs a rework. The game is shifting towards an altruism playstyle and the perks need to mimic that, especially self-care. Eventually other aspects will need to be changed so killers can't snowball as easily and make it easier on solo q

  • So the killer perks being nerfed was more of a targeted meta nerf than simply choosing perks with high usage. They were problematic gen regression perks that made three gens much easier to manage. Basically a nerf to the regression meta as a whole.

    In conjuction, survivors healing was nerfed heavily and that's without accounting for the healing slow down killers can cause with just their add-ons and with perks. While killers can't rely on hen regression as much to slow the game down, they now have to rely on injuring survivors to slow the game down. Plus chases will be cut in half with survivors being injured more often, and without dead hard they have no second health state.

    This is what we wanted. Both good and bad this patch moved both sides into completely different ways of playing the game. More niche perks will see more usage now that killers no longer have to overly rely on gen regression perks, and survivors have to actually try a little to win now that they can't fully heal every 6 seconds after they're hit.

  • @DudelPuma said:

    the current stun duration is 2sec you could do it like this, example:

    Trapper has a stun duration of 1.5 seconds because of his weak ability, otherwise Nurse has a very good chase power + map control, 5 seconds stun, Blight and Spirit 4 seconds stun, etc., which would also result in a much more rewarding Nurse, Blight, Spirit to stun as a trapper, which would reduce the gap between S-tier killers and "normal" killers, for example, a DS would be changed in such a way that the duration of the stun is after the duration of the killer, i.e. a trapper is not interested but a nurse the Tunnelt would be hit hard

    Of course you have to take your time and see how you rate each killer, but that's like rating the killers with terroradius or killer speed

    I know this is more so going off of independent killer strength like Nurse and Blight, but at the same time it kind of doesn't make sense?

    I know you want weaker killers to get a shorter stun and the stronger killers to get a longer one, but outside of game balance, why? Realistically more hefty killers like Trapper or Myers would get a shorter stun, but smaller less strong killers would get a longer stun.

  • This is a game design issue that can't really be fixed without seriously reworking the nature of the game.

    These changes would need to rework a ton of perks and perks that can be paired to avoid survivors abusing these new base mechanics. Secondly like all second chance perks, if not used by endgame, they will be disabled.

    On the killers end there is glaring issue of ignoring "nice guy" playstyle. Generally in more serious lobbies with good survivors, killers who don't tunnel and don't camp lose more often then they win because they refused to tunnel and camp.

    It's a viable strategy, that's just the way the game is designed and is sometimes necessary to secure a win which most people want.

  • I'd debunk this with the trailers. They're too well done with tons of detail to be a rush job meant for other chapters. That being said something certainly went wrong during development that lead to this mess of a chapter and the worst Mori we've ever gotten for no reason whatsoever

  • To be very clear, this is an original chapter. If it was an original chapter then we'd already know exactly who the killer is and what they're from. Skynet, The Terminator and Universal would be plastered everywhere on the first trailer.

  • @RainehDaze said:

    For having no mobility and a very limited direct power, the amount of slowdown he can generate is amazing.

    And the way things can start snowballing with a chain hunt going on is disastrous.

    He also has what are the best voicelines in the game on the Killer side and almost certainly going to stay that way (no matter how fun, say, Wesker's are, there's a very important difference)

    The box causes slowdown for simply existing. At default if Pinhead doesn't have the box, then that's one survivor having to go out of their way to get the box. If you're chasing someone then that's two survivors not on gens, someone gets hooked then for a moment people are forced to not do gens at all.

  • @Pulsar said:

    I'd like to see a system implemented where Killers you haven't gone against in a while are weighted heavier than others.

    If you've played against 5 Legion's in a night, weight them to the bottom of the list. If you haven't seen a Billy in a long time, try to push them in.

    Although a good idea, the actual implementation of it would be rather difficult when considering the current system. The devs are trying hard enough as it is to pair same skilled players, so adding more things would just skew this even more

  • The issue with wanting to shift away from gen slowdown is the killers themselves. Anyone left without mobility, or sub-par mobility is left in the dust. Sure you can buff these useless perks to help them out, but they're still limited to their base abilities and stats.

    To move away from this current meta, we have to consider why it's needed and the fact that it doesn't just boil down to perks.

  • @Crowman said:

    One thing to note is that the Knight can't body block a survivor being chased by a knight he summoned. Plus Nemesis can already do this with his zombies. People can complain about it, but it's hardly an issue.

    Nemesis zombies are completely random and you have you have to either steer a survivor in their direction or oh well I guess?

    The knights minions have to be manually placed and worked around to get any value off of as anyone who can move foward can mostly avoid them. Much more difficult to use.

  • I get in games pretty quickly as killer. Like really quick. Not even three minutes. Really easy to forget that your personal experience doesn't reflect the entirety of everyone in the game

  • The first three are pretty reasonable, though corrupt should stay as it is right now and dissappear when a survivor goes down for the first time. The perk itself should then be reworked.

    The rest however are iffy and are not guaranteed to do anything good. Yes, boons are annoying but they're easily taken out in mere seconds while it takes forever for a survivor to set up. Plus it would make pentimento even more unbearable as it doesn't need the help.

    Unbreakable base kit was already a disaster as was very abusable with little counterplay. It should stay as a perk

  • This is a killer issue, not a Nurse issue. Even the worst killers in the game can tunnel quite well and do the same thing if they know what they're doing.

    Nurse is strong because she breaks the game. She ignores the rules all other killers are binded too. She ignores walls, she ignores pallets and she ignores windows. Survivors have to physically out play a Nurse with a constant guessing game, but Nurse can ignore that too if she's being played by a master.

    That's why she's the strongest

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234443#Comment_3234443

    Agreed. But there is also killer's version of SAME thing. You found 1 of last 2 survivors. Now you slug him. But 4 minutes are not enough and you HAVE TO deny possibility of hatch play. So you pick up survivor and walk with him around the map. Once he wiggles - there is nothing said survivor can do other then coop with killer (this is supposed to be bannable from that survivor BTW). He can't really escape chase. Even if he loops for 20 minutes, the other survivor is not doing gens. If he goes down it just repeats. There is no way how to get out of game other then DC (or help this co-hosting taking killer). Unhealthy and boring.

    I say implement aura-showing stuff, but also allow suicide after say 2 minutes the last 2 survivors are up.

    That's just gross. I just downed the first one I saw then hooked him. I already had a 3k so I didn't care if the last survivor got hatch, what I did know is that they'd be forced to move now if they wanted to find it. In this specific match I found them in that way before the hatch.

    Slugging and going through those lengths is just wasted time and toxic. Not to mention obscenely greedy

  • I've had this issue not with full teams but in games with only two survivors left after I killed the first two. They hid the entire match until I eventually found one of them and neither bothered to do gens. They just hid until the other died.

    It would be a dream to somehow prevent this as I imagine it's become more common in lower ranks

  • Want to know what makes all these killers strong? They have mobility, the best mobility in the game and mobility creates map pressure. Map pressure turns into gen pressure and viola. They're all great in chase when in the right hands of course, which is only natural given their mobility to get around the map quickly.

    The only killer that's an issue on this list is Nurse who doesn't need a longer cooldown but just a rework because she ignores all in game mechanics, I.e walls and pallets

  • @Phasmamain said:

    Doctor is a very hard killer to balance properly because his kit focuses on denying survivors their tools to survive instead of enhancing his own abilities. This is inherently unfun to a lot of players regardless of how strong he is. His kit is super strong against new players but struggles against experienced players.

    Hindered would only add to his annoyance factor. I’d say reduce his detonation time and increase the range so he doesn’t rely on add ons for either of those things

    That is what this post is about, at least the first part anyways which makes his power a bit more intractable rather than just straight up information that you often can't even do anything with.

  • I normally pair it with plaything which beautifully compliments pentimento.

    After being hooked, a random totem is lit applying the affects of plaything which makes that hooked survivor oblivious. After hooking 4 survivors, you have an oblivious team that can hardly keep track of you. After cleansing those totems, you have 4 free stacks of pentimento. For the fifth, you can bring another hex, but most of the same there's always at least one totem broken beforehand, plus you risk not bringing enough slowdown.

    Either way, the Survivors will have a LOT of problems. When this build works, it works, but it's still heavily reliant on you actually being a competent killer. Camping and tunneling don't get you very far

  • @RisingTron said:

    Absolutely hated it and I really REALLY wanted to like it.

    The first half was horrible. The writing was SO bad. Then when they almost do something interesting in the second half, they just completely b-turn and don't do it. And there were maybe 1 or 2 kills in the entire movie that I actually thought were interesting.

    Overall just an extremely disappointing ending. Need those writers to never touch another script again.

    To be fair people were going to be disappointed either way. If they didn't take things in a new direction and just did another Micheal comes home hack and slash, then it'd be no different than the first two movies. Why bother if they're going to make the exact same thing?

    Unfortunately that new direction wasn't ideal and didn't live up to the grand finale fans were expecting. Michael only had two or three kills in total while Cory took the spotlight, but I was hoping at least they'd try to make it the biggest body count of any Halloween movie.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218177#Comment_3218177

    It isn't toxic to run a perks.

    If the killer is running a perk like Lightborn to deal with a single flashlight in lobby who cares. There's no innate toxicity happening and if you think it is that's your own personal issue.

    Plus who knows, they could just be running the perk as a meme too. Lightborn Wesker because sunglasses.

    When talking about toxic I was referring to OP's example which was Lightborn, Franklin's and Star Struck

  • Honestly I see no reason to change my perks in the first place. If survivors bring flashlights then it's a wasted slot. Blinded at a pallet? Headphones let me hear exactly where a survivors is going. Trying to blind me while picking up someone? Most of the time I just face a wall, and most survivors get too greedy and end up hit while I pretend to pick up. Playing Wesker helps with that too.

    Just in general, if a your goal is to make the killer miserable with a 4 man flashlight build, then don't get upset if the killer makes your life miserable in return. If it's just you with a flashlight, then yes the killer is being toxic if they're running a whole build for it. Not that they need too.

  • I think Wesker is A+ tier, though not by your definition. Wesker definitely has mobility, and most importantly he has built in slowdown. The infection mechanic that comes baskit really puts Wesker at a higher level, but only if you can effectively use his power.

    When a survivor becomes infected, they have two options: ignore it or use one of the vaccine cans which they have to go out of their way for. If they become fully infected, they are hindered by 7 or 8% I think and they can be intsa-downed if slammed into a wall. Unlike Sadakos Condemnation, survivors are eventually forced to use the vaccine or they're permanently slowed which is death sentence when chased. If played right with the right perks, Wesker can not only slow the game down, but also protect the gens quite effectively even against good players.

    Of course he'd struggle a bit against a 4 man death squad, but every killer does except Nurse.

  • His ability to one shot never happens unless the survivors wait too long to use the spray which they often don't.

    Plus he actually has to hit the wall slam to get any value. If you're thrown you don't get one shot

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202012#Comment_3202012

    The mechanic basically only exists if Wesker throws you at the exit gate so he could actually pick you up. The situation basically never happens because it almost always results in a slam into the grab.

    I've never thrown anyone, only slammed. Either way you're likely to never pick anyone up

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201954#Comment_3201954

    Is it not like Twins where the gate is blocked off long enough to suffer your CD animation and pick up?

    It isn't. If you hug the wall and keep going straight into the exit, you will escape. Twins can do it because it's intentionally designed that way to complement Victor. It isn't for Wesker.

  • It's not something you should worry about. If he slams you against the exit, it will only be blocked for the duration of his power animation. If you hugging the exit after that, you still get a guaranteed escape.

    This is not a built in blood warden. You're fine

  • I really do feel like some killers deserve customizable powers, though realistically a lot of killers can't. Killers like Michael and Ghostface have powers that aren't even physical. Other killers like trapper shouldn't have their Traps customized as it messes with certain add ons and affects the visibility of his traps

  • This is oddly weird as you'd imagine that slamming or throwing a survivor at a wall would grant Wesker quite a bit of brutality

  • These were removed for a good reason, one of them being that it was downright impossible to actually see. This lead to quite a few survivors being completely invisible in certain corners.

    Another reason was the strain it put on certain devices. It was also an extreme pain for the devs when making maps, which in some of the current maps like Dead Dawg and Cold Wind, would now be impossible to implement back in. Overall there was literally no reason to keep it in the game.

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