dugman
dugman
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@azame said:
https://forum.deadbydaylight.com/en/discussion/185678/no-counter-play-lol
There is no chase counterplay against, spirit,ph, and slinger. It's all guesses. I cant wrap my head around how people think they do.
This argument bugs me because saying "it's all guesses" implies it's literally random, there's no strategy to it. But humans aren't random events like coin flips and dice rolls, you can both make educated guesses about what people will do based on their behavior to date and psychological intuition and you can entice opponents into behaving in a particular way by conditioning them to react one way in a prior encounter or two and doing something else the next. Bluffing and making psychological reads on opponents is a skill, if anything it's probably an even more interesting dynamic under the hood than simply reacting to a visual attack cue that you can dodge.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1566932#Comment_1566932
The best this you can do with the perk is to make it not hex perk make the cooldown 90 sec and say for the next 20-25 sec the first survivors you hit will have an aura (12 meters) that block all the pallets.
An interesting possible alternative would be you have an aura that, when someone tries to drop a pallet within 10 meters of you, it is instead blocked for 10 seconds and the perk has a cooldown of something like 90/80/70 seconds. It would be a little like have fake pallets, they go to drop the pallet and nothing happens.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/185561/is-there-truly-any-counterplay-to-avoid-ph
There is counter play, stop trying to loop him as if he's trapper.... He has a ranged attack, you loop him as if he's huntress or Plague, or whatever. Thats it, no more no less....and if you aren't familiar with how to loop those killers, here's a hint.....don't camp pallets.....move on to the next loop.....
Sort of but obviously you can’t duck to avoid his attack. But in terms of baiting out his attack at vaults and pallets, yeah, loop him like Huntress.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1566838#Comment_1566838
Interesting. Next time I mess around with him, will have to try that.
Almost forgot add-ons!
- Obviously with the activated radar strat the add-on that makes it take longer to cleanse totems is useful, it just gives you even more gen slowdown if they cleanse them plus more time to retaliate
- The other add-on is dealer’s choice. Rat Liver is good if you want a boost in chases, it makes Shred a little less situational at loops. Or if you want a little extra detection you could use the add-on that extends the detection range of portals. Or if you find yourself tunneling frequently then maybe use the add-on that shaves off a bit of time on the tunneling or that Exhausts survivors near a portal so they can’t immediately Sprint away. Really it’s a matter of what you think you would make use of the most I think.
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It does feel like the effect should be stronger since it’s a Hex with a cooldown. Maybe if it preemptively blocked pallets periodically during a chase? So while you are chasing someone, every 30 seconds the first pallet you are within 10 meters of becomes blocked for 15 seconds. That would make it so the survivor can’t drop the pallet during that particular chase segment. It would be much more dangerous but still could be removed by destroying the totem.
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I almost suspect that Lullaby is weak enough that it shouldn’t be a Hex. Even with 5 tokens the effect isn’t that great against above average survivors, they’ll still normally hit the skill checks if they’re paying attention. I kind of think they could make it not be a Hex at all and just be a perk that collects tokens and can’t be destroyed like Save the Best for Last or BBQ and Chili. But that’s just a guess, I don’t have stats on how often above average survivors miss the checks with 5 tokens.
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Next time you suspect a Flashlight bully squad, try this
- Lightborn: Immune to flashlights plus see the aura of people trying to blind you
- Agitation: Carry people at a movement speed faster than survivors run
- Mad Grit: Can attack pretty much without penalty while carrying survivors
- Iron Grasp: Survivors take much longer to wiggle free
Then when you down someone and they inevitably run in for a Flashlight save, just chase and hit them while carrying the person. “Viable” is an exaggeration but “Fun” probably isn’t. 😄
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Interesting changes. 🙂 Too bad the gameplay section is on the English PTB with the current versions, it would have been fun to see if anything else changed on how he plays like his hit box or the stuns after hitting with Lethal rush, etc.
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I like using Demo’s portals as activated radar stations. I put the portals next to the gens and intentionally activate them early. If the survivors leave them up I can detect them on the gen any time I want. And if they cleanse the portal I get a noise alert so I still know where they are plus they just spent 12 seconds destroying a portal that only takes me two seconds to place for a net gen slowdown of 10 seconds. So it’s a win-win. Basically doing this I play Demo a little like Trapper or Hag, I lay out my portals on four or five gens all on the same half of the map and set up for a later game defense.
Works well, aside from me not always being the best in chases with his Shred. 🤷♂️
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Interesting, although now I’m thinking Lightborn plus Agitation plus Mad Grit would be a funny combo. Someone tries to blind you, not only does it not work but you can out run the flashlighter and hit them with no penalty while carrying someone. 😄
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I wonder, is Lullaby even a powerful enough effect to be a Hex? Most above average survivors will still succeed at their checks even with no sound cue is my guess. What if they just made it a non-Hex perk? It collects tokens as usual but isn’t destroyable, would that be too strong?
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First down? That's nothing, I killed a Claudette on the first hit on her with Tombstone Meyers yesterday. (Shout out to that Bill that just stood across a window looking at me while I drained him dry to almost full Tier 3!) 😉I got a second Tombstone kill later in the match but that wasn't quite as wrenching as poor Claudette who probably just expected to get downed when she heard the music.
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Lol, guys the original poster was being sarcastic, he doesn't actually think NOED or the Iri Heads helped the killer in this match at all.
Couple of thoughts:
- 10k for the killer for the entire match? That's... not good. Let alone with Iri Heads equipped.
- NOED seems like a mismatch for her since the hatchets can't do Exposed hits from it. I mean it's probably not completely worthless but it's certainly not going to be as good as on a killer that relies mainly on basic attacks. (Deathslinger for example does get to take full advantage of Exposed conditions because his alternate attack during a reel in is still a basic attack.)
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- Hopefully they'll hot fix it, I'm a killer main and I've never gotten stuck next to the hill but I feel bad for the survivors who do.
- What WOULD be reportable is if the killer intentionally just left them stuck as the last survivor until they were forced to DC. But downing them and hooking them? Nah, I doubt it. It's not the killer's fault if someone gets stuck there. At least if you down them and carry them out and/or hook them they're not stuck any more.
- Personally the one time I've seen it happen in my own game I downed the guy, picked him up and dropped him away from the hill then went off after other people for a while. I figured I'd at least give him and his team a fighting chance. (The guy ended up dying later anyway, he was kind of the weak link on the team I think, but oh well, at least I tried to throw the minnow back in the pond. 🤷♂️)
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564388#Comment_1564388
I'm a killer main as well, but I use ds in every game as survivor, for two reasons. One, I can make plays in endgame that get everyone out, and two, I can not get tunneled out of the game. However, ds needs the following changes: the timer is 30 seconds long, but pauses in a chase, or while slugged, now the timer ticks down two times faster while on a gen. Bt needs these changes. Make it always, bc stealthy killers hard counter this perk, and make the survivor lose collision for 15 seconds to avoid bodyblocking. The killer can't hit you, and you phase right through them. If these are added, I think that both will be perfectly fine.
Personally I think the timer on DS at 60 seconds is ok but I'd recommend making it immediately end if the survivor does any gen or heal actions that require a skill check. (So tapping a gen for instance is ok, but sitting around long enough to get a skill check cancels the DS.)
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1563135#Comment_1563135
You should also ignore killers who complain about ds and bt then.
I’m a killer main so I don’t deal with sore losing killers in chat but yes, killers who complain about “gen rushing” and such are in the same camp basically.
Personally I don’t have an issue with Borrowed Time, it’s fine.
Decisive Strike is ok but it’s a bit silly that it doesn’t end once the survivor is actively working on gens. You can literally not be anywhere near the person when they are unhooked, they start doing a gen, meanwhile you chase and down and hook a totally different survivor over the next 45 seconds, see the first survivor working on a gen, down and pick him up and BAM DS! That one aspect of it seems to go against the idea that it’s protecting the survivor from being immediately rechased and rehooked after a rescue. Beyond that minor thing though I think DS is fine.
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I couldn’t care less about what perks the killers have for this list, no perk is mandatory, you can win games with any killer using just their starting perks and/or universal perks if you outplay the survivors. My keep list is therefore simply the killers I enjoy playing the most
Keep 10 killers
Bubba
Clown
Demogorgon
Doctor
Freddy
Ghost Face
Hag
Legion
Pyramid Head
Wraith
Notes
- Generally speaking I don’t like playing with ranged attacks so Huntress, Deathslinger and Plague are out.
- Pig’s headtraps and lunge are dumb, I only like her stealth and Ghost Face is better for that.
- Trapper is too clunky having to pick up traps from all over the map.
- Billy’s chainsaw is awkward compared to Bubba’s in a chase.
- Nurse is by far the least fun killer in the game. What dev in their right mind thinks staring at the ground every five to ten seconds would be enjoyable? I swear you have to have Stockholm Syndrome to like playing her.
- Spirit’s movement speed is great but I don’t like playing just by ear the whole game.
- Meyers has some cool add-ons but is otherwise kind of meh. Ghost Face is the more fun stalker.
- Oni’s Demon Lunges are powerful but they just feel awkward using them.
- Blight looks like he’ll be fun for me, I like 115% speed melee killer chases in general and he looks to be doing that mostly while having the most consistently usable, flexible map movement of all the characters. (Instant start Billy speed sprints with course correction if you hit something and very short cooldown? Sign me up!)
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DC penalties can’t come back fast enough. The number of disconnects is rampant when these penalties are off and nobody likes playing with people who disconnect. They can all go play other games if it upsets them being suspended for being poor sports.
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On the one hand I totally agree that you should ignore any survivor that complains about camping and tunneling. It's all just sore losing honestly, pointing the blame for their loss at anything but themselves.
On the other hand camping a hook mid-game is usually bad strategy. If you're standing around twiddling your thumbs at a hook and all the other survivors are doing gens then the doors will be open by the time you get even two or three hooks. When the survivors don't come to you then you need to go to them.
"Tunneling" as defined by only chasing one survivor at a time until that survivor is down and then hooking them also can be a bad strategy if the survivor takes you too long to down. You need to be willing to break off chasing someone if you think it will take you a long time to hit them and instead go looking for people actively doing the gens or who are out of position to get a better opportunity. Chasing a lone survivor off in the middle of nowhere for a minute or two is a surefire way to lose.
Finally I'm always polite in aftergame chat (except when the survivors are rude and insulting in chat, then screw 'em.) No reason to not have manners in chat after a game.
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Would Alien be a fun killer? Yeah, assuming they did a good implementation. It's a humanoid monster killer in terms of its graphics similar to Demogorgon (it would need a tail animation would be one skeletal difference I suppose) so I don't see a reason they couldn't have an Alien skin on a killer. I'm not exactly sure what they would do for its powers but I'm guessing they could come up with something appropriate.
Do I think Alien will show up in the game? I'm thinking probably not, but it's not impossible I guess? I'm betting that the Alien IP has some licensing hurdles in terms of using Alien in a video game. If another company already has an exclusive licensing deal for using Alien in a video game then DbD wouldn't get it at least until that deal expires at a minimum.
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1561338#Comment_1561338
I can perform well with those two without sweaty perks because their powers are actually a threat. Myers can snowball and pig can keep survivors off gens.
https://forum.deadbydaylight.com/en/discussion/comment/1561360#Comment_1561360
If you have the OPTION to equip perks and add-ons or to play without them, then that means that using them is OPTIONAL, which means that you should be able to perform well without them. If you cannot perform well without them, then that means that the base design of the game is flawed. If using perks / add-ons was mandatory, then all characters would spawn with full loadouts from the moment you unlock them and unlocking perk slots wouldn't be a thing. So, it IS a realistic balancing methodology.
Feel free to give one rational explanation why you think the devs wouldn't expect players to use any perks or add-ons at all, not even common ones. It's common sense that they fully expect them to be used, they go out of their way to encourage people to use the bloodwebs, make a big deal out of leveling up your characters between games, and all of them are dirt cheap. If you honestly think the devs don't believe that people are going to use add-ons and offerings and perks every game then the burden of proof is on you to show why they would believe it because it's a pretty crazy claim.
And no, it's not a realistic balancing methodology to assume people won't use any items, add-ons, perks or offerings because people who don't use them are definitely a tiny minority of the player base. Even brand new players normally use browns and at least one perk on brand new characters. So if you're trying to look at how killers perform under the absurdly unrealistic scenario that the killers aren't using any perks or add-ons then you're wasting your time, it's not a real world situation.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1561406#Comment_1561406
It's harder for them to do so, yes, but still not impossible, especially if the map has plenty of LOS blockers.
https://forum.deadbydaylight.com/en/discussion/comment/1561414#Comment_1561414
The killer is still able to constantly move though, and so you have to be doing that each second. Especially on maps with plenty of LOS blockers, it's often a hindrance rather than a help, and imo Spine Chill is better.
Also facing it as Freddy is actually pretty fun imo, especially if I have a blindness add-on equipped.
Right, which is why I said “harder” and not “impossible”. 🙂
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@multibingles said:
Ran in to a guy using a lag switch, got locked in to a grab animation forever and then had to disconnect.
But hey. As long as you punish killers I guess.
https://us.v-cdn.net/6030815/uploads/MPPS67VD74BM/20200822221544-1.jpg
I'm done with this game.
I’d recommend blocking out the name in that screenshot to avoid a possible name-and-shame issue since you’re calling them a cheater.
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Honestly I think five tier ratings are misleading because there are a few killers with both high map mobility and a solid chase ability (i.e. Spirit, Nurse, Freddy) who are much more forgiving of mistakes than all the rest. And by and large all the other killers have roughly the same kill rates and win percentages so the gap between these “average” killers is much smaller than the gap between the average killers and the top three or four. There are no “trash” killers at this point in the sense that all the killers can win if you outplay the survivors. Even Clown and Pig, for instance, who are often among picks for the weakest killers will win matches when you outplay the opponents. It’s just that the top killers allow you to play less well and still recover and win.
Demogorgon is average. He has good map mobility, but it does take a little time to set it up and his tunnels have a slightly long cooldown so if he tunnels and accidentally misjudges where people are and goes to the wrong spot for example it will cost him. His Shred is situational, you can threaten to hit with it to get someone to head away from a vault or pallet but mostly he’s a basic attack 115% killer in a chase. And his Undetectability when using a portal is marginal because he’s such a tall killer with a noisy movement.
I honestly think his best ability is the detection he gets from activated portals. If you intentionally activate portals right near gens then it forces the survivors to either ignore them, in which case you can detect exactly who is working on what gen whenever you want, or they cleanse them in which case not only do you still know someone is there from the noise notification but they have to spend 12 seconds cleansing a portal that only takes you two seconds to place. It’s kind of like a 10 second slow down every time they cleanse a portal instead of working of the neighboring gen. I have won quite a few games as Demo simply by playing him a little like Hag where I set up a web of already activated portals next to gens on one half of the map and then defend that 3-5 gen area in the mid to late game. If his Shred was slightly better in a chase he would definitely be a top killer in my opinion, it’s his chases being a bit weak that hold him back.
Interestingly, on a tangent, I suspect Blight will be in kind of that same category of a killer who has amazing map mobility but whose lack of a good ability in a chase at a loop will hold him back a bit. He in fact is even more mobile than Demogorgon since he can Rush instantly with minimal cooldown and go anywhere at will. But he lacks the tracking ability to know where to run to and his ability in a chase is maybe even a bit more situational then Demogorgon’s (maybe). So my guess is he’ll end up in the same average bucket more or less as Demo.
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@xenotimebong said:
Nevermind Undetectable, you guys at least have something. What about those of us who play set up killers that are totally crippled by Object with no way to counter it besides tunnelling them out of the game (I.e. throwing the match)?
To be fair, Object isn’t overpowered if it’s a solo survivor using it. The balance issue is that it is much, MUCH more powerful when used on comms because the Object can just instantly relay the killer’s location to their teammates and the killer can’t do anything about that other than, like you said, tunnel the Object. The perk needs some sort of revamp to be something that is still a good perk for a solo survivor without being a somewhat broken perk for an swf.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1561373#Comment_1561373
Ah yes, I know if the killer is in... My Fov.
Very helpful.
It actually is helpful since none of the killers other than Spirit are totally invisible when they are Undetectable. Because if the icon is off then you know you are looking in the wrong direction to see them and can turn until the icon is lit so you’ll always know what direction to face to spot them. It’s much harder for them to come at you from behind.
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I disagree with Scott on Deathslinger but to be fair his argument isn’t that Deathslinger is too powerful, he specifically says he thinks he’s average. What Scott says is that the counterplay to Deathslinger isn’t interesting to do. He would say that the counterplay is simply throw pallets early when injured, since Deathslinger is weak across pallets, and otherwise make “random” jukes and hope it throws off his aim. His argument would be that he wants a clearer visual cue from Deathslinger of what his intentions are so he can react to them as they happen rather than “guess” and “hope Deathslinger makes a mistake”.
And I think that’s where Scott is wrong. Just because the ball in in Deathslinger’s court to miss a shot in the open doesn’t mean there isn’t a mental game going on between him and survivors over the course of play. Not just jukes but planning routes to take optimal advantage of terrain, strategically spreading out from other survivors to make the killer waste additional time getting from chase to chase, having a sense of when to vault or not vault or drop a pallet, knowing whether to crouch or if an obstacle can block a shot, and so on. The fact that he is a ranged killer alone opens up a ton of potential strategies that aren’t common for melee only killers, and that you can actively take advantage of his chain being broken by terrain is a unique tactical opportunity as well. A killer doesn’t need to literally telegraph his attack right before it happens to be fun to play against but that is essentially Scott’s argument in that video.
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@Stibfa said:
Object doesn't work when a killer is undetectable the perk does light up but you don't see the aura of the killer
Lighting up is working, I think that’s what the original poster is saying. That the icon shouldn’t light up if the killer is Undetectable.
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@Lansen_is_Here said:
GeN rUsH dOeSnT eXiSt
It is perfectly fine that I can run depip squads with swf's and beat 90% of killers with ease within 5-8 minutes every match and killers have to run specific builds and play specific ways to stand a chance...
I swear gen rush defenders just need to play killer vs good swfs and realize this game isn't balanced
What does veteran players deranking to stomp on potatoes have to do with game balance? All that shows is people who intentionally derank to bully new players are jackasses, it’s meaningless in terms of looking at whether or not the game favors one side or the other when the players are actually equally skilled.
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1560175#Comment_1560175
with no perks or add-ons? I want to see someone get 4ks in 20 matches in a row at high ranks without using any perks or add-ons, or camping or tunneling. THEN I'll believe she's strong and doesn't need buffs.
Why would you try and balance killers using no perks or add-ons? The game is designed with the expectation that all the players are using at least common or uncommon add-ons and perks and offerings. There is no rational reason to ever play with literally no perks or add-ons other than to flex for bragging rights. It’s not a realistic balancing methodology to expect them not to be in play.
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@ZerLukas said:
https://forum.deadbydaylight.com/en/discussion/184380/red-rank-killer-mentality
Maybe the game wasn't fun for him. And if the door was opened he most likely didn't pip.
And if you were solo you can't guarantee that all 3 others were solo as well. 4 man solos are very rare on purple and red ranks, even rarer that 4 man SWFs.
Also you have to be sweaty to be a red rank killer. It is pretty much impossible to pip with killing less than 3 people and even if you do you might still get a black pip (or even depip but that's unlikely)
https://forum.deadbydaylight.com/en/discussion/comment/1554898#Comment_1554898
Simple really. If you pip you rank up. If you rank up you will face stronger opponents on average.
It really is the only objective indicator of success in the game. What else is there to care about if you play competitively?
Also killers that don't care about pips and don't sweat usually don't get to red ranks. With the exception of maybe top 5% players who can get there easily.
Pips aren’t an indicator of winning or losing an individual match, they’re an estimate by the game of your overall skill for purposes of matchmaking. But if you are competitive then you are focussed on actually winning each and every match, not on an artificial system that evaluates you relative skill for future matches. And the only objective indicators of whether or not you won a match are the kill counts and endgame scores.
Also people who care about winning matches and who play frequently will get to red ranks. The only requirement to get to red rank is winning more often than you lose and playing enough games, and if you play for kills and scores your rank will naturally increase if you are winning on those criteria. You don’t need to pay attention to rank to go up in it, it happens on its own as you play.
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@Opex said:
https://forum.deadbydaylight.com/en/discussion/comment/1560392#Comment_1560392
I had a little more than 30k points (didn't pipe and only one kill, so it was a lose for me).
30k with one kill is basically a close win or a tie game in my book, that's just me though. Even if you go by a strict 0-1 kills is a loss and 3-4 kills is a win and 2 is a draw you can still use score as a reasonable tie breaker with 2 kills.
I guess the question, if you're trying to figure out what went wrong, might be to start by looking at why you got no kills for almost 12 minutes. Hypothetically, let's say it takes 10 seconds to find a survivor, 60 seconds to down them and 10 seconds to hook them. That's 80 seconds per hook. If you did that 9 times in 12 minutes you would have at least one guaranteed kill (because worst case you hook each survivor once the first four hooks, then you get a second hook on each of them the next four, and finally a death hook on the ninth.) Therefore even if you played badly and just chased one survivor at a time for 12 minutes and your downs weren't all that quick you'd still have a kill by at least the 12 minute mark and more likely sooner.
So somewhere along the way you must have been losing time efficiency. Maybe it took too long to find survivors to chase? Or maybe your chases were longer than you think? Or maybe you should have hooked a little more and slugged a little less? I have no idea specifically but something along those lines must be going on to have no kills in 12 minutes, especially considering Nurse is typically a faster than average chaser.
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- The video doesn't show the endgame scores so I can't actually tell who won or lost.
- First gen is done at 2 minutes, pretty average
- Second gen at 3:25, again pretty average
- Third gen is at 3:41. So three total gens in 220 seconds. It takes 80 seconds to do a gen solo without any buffs or toolboxes so 220 seconds for three gens is not really out of the ordinary for good players
- Fourth gen takes another three minutes. Presumably this is where the Nurse is juggling multiple opponents off gens so it takes longer. Still no kills after 6:45 seconds.
- Fifth and final gen done at 11:20, almost five minutes later. Still no kills.
I can't comment on the Nurse play one way or another, I hardly ever play her. But considering 60% of matches between equal opponents end with the Exit gates open the above seems pretty average of a game where maybe the killer didn't quite do well enough to get a kill early so the Exits got opened and three escaped. Not an indication of anything wrong with the game though.
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The emblem pips are a terrible indicator of who won a match. You can literally have two identical matches, with everybody doing everything exactly the same way and triggering all the exact same scoring events and kills and escapes and times, and at the end of the match if you personally are Rank 5 you don't get a pip or lose a pip while if you are Rank 15 you gain a pip. Obviously though your own Rank has no bearing at all whether you won the match, only what happened in the match itself matters, so pips giving different results for identical matches makes them unusable as a way to see who won a match. The only purpose of pips is for matchmaking, and as others mentioned above it's not even going to be used for that once they get the MMR up and running again.
Ignore pips and emblem ranks altogether, they're a terrible win/loss indicator. The endgame bloodpoint scores are a much better indicator of who actually won the match, or just say that if the killer got 0-1 kills they lost, 2 kills is a draw (give or take the scores) and 3-4 kills is a killer win.
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So many posters who think that "stretched res" is referring to unusual monitor sizes. In this context Stretched Res is referring to stretching the vertical resolution specifically so that you can see over obstacles in loops that you're not supposed to see over. As in you're playing at a 1:1 ratio instead of roughly a 4:3 ratio. It's a significant advantage in loops because it makes it much harder for a killer to mindgame at the loop when you can see them.
Tru3ta1ent posted a video a while back with side-by-sides of it. The first two examples, for instance, are a normal 1280 x 780 resolution and a stretched 1080 x 1080 resolution. There are no monitors with "1080 x 1080" resolution and no reason to play at that ratio other than to cheat so you can see over things.
https://www.youtube.com/watch?v=5CYOAWnUXfA -
I enjoy playing Deathslinger more but Huntress if the better killer because she’s stronger at pallet drops and her one-two combo on healthy survivors is more reliable.
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I’m not even sure if it would be good if it was just a normal perk with a 40 second cooldown. Survivors don’t stand around after they’re hit (except for things like a hook trade maybe) and by the time you recover from your hit the survivor is long gone from any blocked pallet. The only use is if you down someone at a pallet then you don’t have to worry about a pallet save from someone else nearby, or maybe catching a survivor who is careless and doesn’t run away after a hit. Those side benefits are barely worth a perk, if at all, let alone a perk that has both a 40 second cooldown AND is a Hex.
Definitely not impressed with this one, Hex: Third Seal is more useful than this and it’s mostly for slug builds.
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Honestly the gen speeds are not anywhere near bad enough that they need a 50% slowdown. You have to remember that the game is balanced so that there are about an equal number of killer “losses” at 0-1 kills as killer wins at 3-4 kills with a number of draws at 2 kills. That means about 60% of your games or so against equally good opponents will have 0-2 kills and therefore all the gens would be done. In other words all the gens being done is the normal outcome, the killer stopping all the gens is the minority outcome. So it shouldn’t be surprising that gens are done fairly quickly early in the match, take a little longer once the killer only has 3 or 4 to patrol, and then around the time you might have one or two kills they’re all done and people might escape.
Currently at 80 seconds that’s basically what usually happens, and killer kill rates hover around 2-2.5 kills per match from the game data they’ve posted last year. A huge 50% increase to gen time would just shift the averages way above 2 kills per match.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1558739#Comment_1558739
Congratulations. You've just made the most broken anti-loop killer in the game. 4 blink, 0 downside NOED Nurse would be jealous of this #########.
Obviously the Medusa specifics I posted are just for the concept, you can adjust the specific effects and numbers for balance.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1558739#Comment_1558739
Please don’t use other people’s discussion as something to advertise your idea.
It’s rude.
The discussion is literally asking for female killers, how is my post offtopic?
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@Dr_Loomis said:
Nah.
One killer I like that would be a female killer is Medusa that survivors suffer negative effects if they look at her
Medusa -
- Deadly Visage ability: Any survivor looking at Medusa is Hindered with a 15% movement speed slowdown. Also while looking at Medusa an energy bar builds up tokens on that survivor on the HUD at the rate of one per second and each token increases increasingly negative effects
- 1 token - Survivor is Blind and the Hindered effect increases to 25%
- 2 tokens - Survivor is Oblivious and can’t see the red stain, Hindered increases to 35%
- 3 tokens - Survivor screams and hindered increases to 45%
- 4 tokens - Survivor is Exposed and hindered 55%
- 5-6 tokens - Survivor is immobile
- 5 seconds after the survivor stops looking at Medusa the Visage bar starts regressesing at a rate of one token per 5 seconds.
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I've been listening/watching to it while doing some work and it's fun. :) I like Tofu and Otz doing commentary.
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Huntress is the more effective killer because she's stronger at pallets and at getting one-two combos on healthy survivors, but I have more fun playing Deathslinger because I like his instant shots and the ability to reload without going to lockers.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1556421#Comment_1556421
The tunneling explanation is a good example of what you get from playing both sides. It’s clearly a smart strategy in a lot of cases, I mean arguably the best way to guarantee success is being even a green mori, tunnel someone off hook and then the game into a 3 vs 1 early. If you play survivor at all you’ll realize how unfun and frustrating those games are, again not saying it’s wrong I mean we all play how we want.
Well dying is obviously going to be frustrating, but it's just part of the game. A survivor pointing the finger at the killer and saying they shouldn't be doing it though because they're frustrated is just sore losing.
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I’m a killer main. I don’t have a problem with using moris, if the devs didn’t want people using them they wouldn’t still be in the game. I do typically bring a Bloodpoint offering instead, though, since moris mean you get a lower score usually. But if I’m doing a quest that requires people to die I’ll being a mori.
If the exits are open and nobody is on hook I don’t bother chasing people at the exits, I’ll just look for the hatch to close it or pallets to break or use my power for extra points. No sense giving the survivors extra points if I can’t hook them.
I don’t think camping or tunneling are unsportsmanlike but I do think they are usually bad strategy. If you are sitting around a hook doing nothing mid-game the gens will fly. You have to go to the survivors if they aren’t coming to you. Tunneling is a nonsense phrase, it usually boils down to “chasing someone you already downed or injured” which is a silly complaint. If I have the choice between chasing an injured player and a healthy one obviously I’ll try to down the injured one barring certain exceptions like if I think they have Borrowed Time, etc. And if I can down someone I’ve already hooked that’s better than downing someone I haven’t because it makes it more likely to get an earlier kill. Now chasing someone that will take you too long to catch is another story, that’s bad tactics because while they run you around a strong loop the gens are going. You have to know when to give up a target and switch to somewhere else to get a different person off a gen or maybe catch someone out of position. Again, though, that’s mainly strategic decisions, there’s nothing unethical about chasing the same person twice in a row or whatever.
Other than that I never quit a game and I always say gg and maybe something nice (unless the survivors are being jerks in chat). I also never give people a free escape because I know I wouldn’t want a killer to “take it easy” on me as a survivor, nor do I like it when survivors sandbag each other or give me free downs. I’d rather lose to an opponent that tried to win then get pity points.
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As an alternative, have it so scratches on walls and ceilings still appear at a normal distance but all scratches on the ground appear near the survivor’s feet. That way the trail is still really obvious for rank 2 and 3 Predator but you can also still see scratches from a distance on walls which currently Predator 3 makes pretty much impossible.
Another possibility is make the number of scratches proportional to the movement speed of the survivor when using Predator. So at Rank 1 the num of scratches for running is increased 10% and they are closer together, at Rank 2 the survivor also leaves scratches while walking at half the normal rate, and at Rank 3 crouching survivors leave scratches at 25% the normal rate. That way slower survivors leave a small trail that is a little harder to spot but still there.
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P.S. A less complicated system would simply be that survivors are Hindred by 15% when they look at Medusa plus an additional 10% for every token they build up looking at her until they are immobile.
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I’m a killer main and I basically just do one or two bloodwebs per match and play with whatever I have available, that’s good enough for me. 🙂 Honestly 90% of winning the match is just being really, really good at chases and having a good sense of where the survivors are and what they’re doing. Good perks can certainly help but you can win without using any perks if you play well and lose using your favorite build if you’re doing badly so perks aren’t the driving factor of whether or not you win.
Also by using what the web gives versus grinding for specific things it encourages me to think outside the box a bit and figure out what might work well with the tools I have at hand. That’s also why I like to prestige characters as soon as they hit 50, it’s a fun chance to reset and try them again with a completely different initial path of builds.
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I really like Spies at rank 3. Ranks 1 and 2 have too small a range to be really useful but Rank 3 is basically the same size as a normal terror radius which makes it more likely you’ll get a crow sighting that you otherwise might have missed without the perk because it was behind an obstacle or wall or shrouded in darkness or behind you and hard to hear, etc.
The one thing I wish they would tweak, though, is they should replace the explosion noise with a crow call. It would be way more thematic to hear crows cawing with this perk than explosions, plus it would make the perk a little better mechanically since you would be able to tell by sound alone if a cue was from a crow or from something else.