eleventbh
eleventbh
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It was horrible when I was a new killer and didn't know what a 3-gen was. I always tried to defend all gens. That did not work out.
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They'll be in their grave next to their lover, "early game collapse".
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So here's the thing; when I first started playing I personally didn't know map offerings were considered toxic, and used them frequently on both sides. I also didn't know Coldwind was that survivor sided, I liked it because it was similar to Macmillian and Autohaven in tiles. Personally I think people probably aren't as informed of the "survivor/killer rulebook" of the community and use map offerings because they like the map. It's still funny to see it follow Otz's Law I guess lol, even if the circumstances were annoying.
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Same problem as Mettle of Man, but arguably worse, because MoM has a relieving result. Seems fun if you can make Dark Theory work with Blood Pact and Hope though.
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2967624#Comment_2967624
might as well let survivors instant escape and teabag killers because who cares about immersion, it’s all about how to get survivors to consume more product lol. No wonder the only popular people playing this game are paid by the devs lol.
If you care about immersion play a real horror game, like Alien: Isolation, Amnesia, or Outlast. The developers have made it clear this is an action game with horror elements. I think the new killer is pretty scary, so that can be an example of them implementing horror elements. But I see it more as a fun game than a scary experience. Kind of like the "slasher" movies they're based on? Halloween, F13 weren't ever scary to me, it just has horror elements and is entertaining to watch with others.
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2967339#Comment_2967339
noo you can’t add immersive gameplay to a horror game, I want to look at my 40 of $30 feng cosmetics every game
They have a point. You would literally be staring at a generator for 80 seconds. I don't get what Feng cosmetics have to do with that.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2964835#Comment_2964835
With Unbreakable, everyone needs it to work against a slugger.
The advantage of the boon is that "eveyone" potentially benefit from it. (Which is insane.)
Oh yeah, and in a SWF there's some potential with coordination like that too. But most of the time it's easier to get value out of Soulguard or some other slugging gimmicky build like Flip Flop/Power Struggle/Tenacity/Unbreakable
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I'm happy with everything except the fact that they've seemed to forget about solo-queue buffs, like they did with early game slowdown for killers.
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If I can hardly get value out of Unbreakable I can't imagine getting value from a perk that requires the killer to down you within the boon's radius, slug you, and not find the boon that they had to have downed you near.
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FNAF or Hello Neighbor
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2948489#Comment_2948489
They don't realize it is mindgameable like you said, or don't care to.
https://forum.deadbydaylight.com/en/discussion/comment/2948503#Comment_2948503
That is exactly the counterplay. If you think Blight will go for sliding, then you break LOS, and then leave the wall/surface of the loop so that Blight physically cannot reach you by sliding. There is also a maximum to which he can "peel off" the loop he's sliding from, and if you already predicted it and left, even that is incapable of reaching you. Sliding lets him take unconventional angles, but it also locks him into other ones. That is why it adds interactivity and mindgaming to chase, because the survivor can either play around bump logic or sliding, and the Blight plays around which way they think the survivor will try and read.
I've actually linked examples and a guide here from Hens in a post if you wanted to see other people applying it to that: https://forum.deadbydaylight.com/en/discussion/comment/2947968/#Comment_2947968
Playing against hug tech in general is similar to playing against any form of sliding, and if it's a short height loop, it's not much different from playing against bump logic, since either way he still has to come to you and you can see him doing so.
I've actually seen that video, I like Hens. He's above average skill but that's why he's one of the players this community can learn from. Lilith Omen is another player I like to watch but from Blight's perspective, since I used to play Blight and because of course it's good to learn counter-play by watching how top players think.
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@SuzuKR said:
I wish any of the people criticizing hug tech would have actual conclusive evidence it is overpowered. Cause actual player data shows people mindgame it just fine at equal levels of play.
I believe you. I don't go against Blights as often as others seem to but my experience is if they even manage to pull it off successfully, they deserved to get me. Watching skilled Blight players hug tech, I notice they always catch survivors that are pathing in the most predictable way. After a Blight tries to or successfully hug techs one time, it's not hard for me to simply just not go for shack window, or leave the area of the loop they're rushing at. .
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@Puddles said:
https://forum.deadbydaylight.com/en/discussion/321750/thoughts-on-blight-tech
The forum majority is killer main, cuz killer mains don't have survivor friends to talk to (so they have to come to forums to be heard).
Most people here will say it's ok, it's skill related, etc etc.
Well, it not skill related? Can you elaborate on that?
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While I'm not sure about that applying to existing perks, it would make an interesting new hex perk that tricks you into cleansing it, kind of like Haunted Grounds except it's for the rest of the trial like you suggested. Or maybe it could apply to existing perks, but as a secondary hex you have to bring to pair with other hex perks, similar to Undying and Thrill of the Hunt.
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What's the problem with that though? Not only did your team die but you failed to get your first second-chance. If you were the killer in that situation would you think the survivor deserved the gate?
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That would be a good quality of life change as there are multiple perks and addons that inflict hemorrhage, so in my mind it's not a "fair" hard counter like Iron Will/Stridor or Iron Grasp/Agitation vs Boil Over/Flip flop.
And actually thinking about it Iron Will completely negating Stridor is a stupid hard counter as well.
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I do ask why the people in the comment section are saying to nerf chain blinds instead of telling OP they can look away during the first blind(down works for me). The game needs to incorporate some things in its killer tutorial it seems
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No lol, I wouldn't miss any indoor map
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@DrDeepwound said:
I don't understand why people say grades only reflect time played.
Not really, if you suck, you will not reach red grades.
At some point to progress upwards you have to beat the survivors and pip. And pipping gets harder as you play more and get better teams.
I have 10 hook 3k games and still no pip. You have to win to reach the top.
I feel like time played correlates with skill a lot anyway. If you play a game a lot you tend to play better, or you would think so. So ranks used to reflect skill and still can now in some cases. Iridescent grades tend to be good in my experience.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2913855#Comment_2913855
Not quite. If a survivor is alive, they individually have not lost.
I mean, BHVR is hoping to change MMR for survivors to make it more team-based, so they probably don't intend for survivors to win individually.
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@[Deleted User] said:
I agree. He has the same issue as pre-nerf Freddy. The killer isn't OP on their own, but they synergize ridiculously well with stacked slowdowns. Having even one less skilled teammate will totally throw the game for the entire team against a killer who can make games take forever. Plus there are quite a few things that make him downright annoying to face.
I'd rework Engineer's Fang. His power isn't hard enough to land to warrant that reward.
We know they can make trial items not replace survivor items (VHS tapes and Sadako). The box shouldn't make me drop my item. That's incredibly annoying.
Franklin's and Hoarder shouldn't interact with the box at all. A box chasing forever chain hunt Pinhead might be the most annoying thing in the game to face.
Let me solve the freaking box. I know I've said the word a lot in this post, but it's ANNOYING when you're trying to solve the box and it keeps spamming chains at you.
My only real problem I have with him is getting attacked while trying to solve the box lol. It could at least not reset the progress every time, or I could be allowed to move while solving the box.
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Last survivor can give up or continue to hide and do gens. Any of those are fine but if you die it's completely fair.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2909791#Comment_2909791
I think most people stick Plague somewhere near the top of 'A' tier - but the current 'overcleanse' meta is actually really hard for her to deal with.
Hag - yes. I'd still put her at low 'A', but good groups can definitely mess her up.
https://forum.deadbydaylight.com/en/discussion/comment/2909812#Comment_2909812
https://forum.deadbydaylight.com/en/discussion/comment/2909798#Comment_2909798
Demo is solid 'B' tier. He's got a bit of everything. Honestly, one of the best overall designed killers in the game.
Huntress...Huntress can be legitimately scary if she's good, but she can be rough to play on certain maps.
I'd put Nemmy just below Demo, and that's purely because his addons are turd tier.
https://forum.deadbydaylight.com/en/discussion/comment/2910014#Comment_2910014
Ghosty should be low 'B' tier after the rework. Some of his new addons are pretty fancy.
Agree on Slinger - really solid, but just clunky to play. Twins-esque.
https://forum.deadbydaylight.com/en/discussion/comment/2909857#Comment_2909857
Hag is still a very good killer. She's a bit like Plague in that she can always suddenly snowball. Just...not Big 3 level.
The problem with Freddy's antiloop is that it's massively telegraphed and survivors can just leave the loop the second you poop out a puddle. His teleport is nice, but it's cooldown is absurd.
Underrated: Oni. A few high tier players are starting to twig onto this, but he's the best instadown killer in the game.
Overrated: As others have said, Hag. She's still a rock solid killer, but it feels like everyone and their dog knows how to play against her now, and if she never hits that snowball moment (or fails to capitalize on it) she can be handily beaten.
Oh yeah Plague is high in tier lists but I never see her, that's what I meant by underrated.
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Plague is underrated with the CoH meta and Hag is overrated, people just don't know how to be aggressive against her.
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@HagathaSimmons said:
They should also make all of trappers traps spawn already open since we gotta spend the time getting them.
Honestly, would any buff be a bad buff for the guy?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2903743#Comment_2903743
Just going to preface this with two things first. People usually only upload YouTube videos of wins, and most of the popular content creators are all fairly or amazingly good players, which brings me to the second point. MMR is unreliable, especially at that level of skill, because as even BHVR said, there is not enough of them for consistently even skill matches in pubs. This is why you see good players/said content creators dominate most matches regardless of side or build. Also 99% of videos saying "high mmr/rank 1/etc" are just clickbait garbage. It's pretty clear when players are actually good, because you will see how they change up playstyle against the Nurse. Same for how the Nurse responds to mindgames.
I am not including scrims, as I still consider that part of tournament (since it is tournament practice). However, some videos will be against competitive players/partial competitive player teams in non-tournament settings (eg, pubs or non-tournament KYF, similar to how content creators will organize matches against each other). Finding genuinely even matches for those absurdly good players is very rare. Fully even builds are even rarer, so keep in mind that it won't apply necessarily. (Eg, some people going hyper top meta, others with less meta or non-meta perks, etc). Some are just 1v1 clips between good players, to show that they can run them for a good amount of time in an actual chase.
<https://www.youtube.com/watch?v=o4ZHFVowqws> Fubs vs partial tournament SWF in regular non-tournament KYF
<https://www.youtube.com/watch?v=Q_R-gkMwKpA> SupaAlf on MMR Test Day 3 (skill matching prioritized over queue time)
<https://www.youtube.com/watch?v=xnjfG_sLfQg> SupaAlf 1v1s (Yerv/SuperAaronNova/Vizion) - Vizion's runs are particularly of note here
<https://www.youtube.com/watch?v=Ig_iQ5S-ABA> SupaAlf 1v1s (Fubs/Sweh/Otz)
<https://www.youtube.com/watch?v=30TKsT-s8Y8> Ayrun's gameplay versus a decent Nurse
Hope that helps!
Just now saw this, thanks. I agree with everything you said there and I actually used to watch those SupaAlf so I'm surprised this is the first time I'm seeing them.
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@DrDeepwound said:
It's OK, every 3 months it gets worse. With each chapter the grind grows and grows, and new players look at the game and go, holy cow $200 and gotta grind for chances at perks.... one day they have to address as it grows exponentially every chapter.
We are on the 23rd chapter and still gain the same amount of bloodpoints as 6 years ago when there were only 3 killers and 4 survivors.
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@Tiufal said:
Why should traps have a wider radius? Its a beartrap. If you dont step into it, it doesnt trigger. Simple mechanic.
They probably meant making a bigger visually as well, so the survivor doesn't have room to squeeze around traps that have been placed the best way they possibly can. There are few spots where it would make a difference as far as I know, but still.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904843#Comment_2904843
Why? Because you took what I said as if I don't enjoy playing killer. I wanna see you just roaming around the map not even trying, I wanna see your 4k matches with such casual playing without caring about winning.
All I meant was what every other killer knows, that you cant simply relax and chill when playing killer.
No clue why you even chose to retort that tbh. Its common opinion. Hell, even I play surv for over 1,000 hours and know how chill it is. I run around not caring about surviving and enjoy to get chased by killer,... but playing killer, you simply cannot afford to ruin around without a gameplan or strategy.
I never said I won all of my games, or that I don't try. I don't attribute fun to winning, even though losing can be unfun. That's usually because like I said, if something is out of my control that makes me lose I will get heated. I don't have a goal when I play killer besides points. My point was not to discredit the troubles of you other people, but to point out not everyone prefers playing competitively and that's okay.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2904324#Comment_2904324
I've seen it....twice? Once on a pinhead and once on an artist. Corrupt is nearly every game though.
Huh. I've seen Corrupt, DMS and Pain Resonance a lot in my region/MMR. I also haven't played in a few weeks though so maybe it was the time of day or it was still newer back then.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2903807#Comment_2903807
Removing Skill Checks on DS will only promote more players not to learn how to do skill checks and then pave the way for more complaints saying x skill check is not needed. Soon we won't have skill checks at all and everything will be hand holding for survivors.
Then players will complain on Killer perks with Skill check saying it's too oppressive because they don't know how to do the skill checks. New players will have to learn how to do the checks like everyone else, and same goes for killer perks that are hand holding too.
Sorry to be that person, but saying removing or making the DS skill check easier will cause all skill checks to be removed from the game is a slippery slope.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2904843#Comment_2904843
Nah it exists for sure, but you are just a few.
Why do you think that BHVR is thinking about giving special rewards to those playing killers ?
Why do you think survivors queue times have increased a lot ?
Why is there 7 to 15 killers in queue for 2500 survivors in queue ?
Why half the playerbase has left ?
... it is not that hard to understand what is happening.
I hope they do give rewards. I know playing competitively is not viable for most of the killer roster and they deserve that extra boost. Where did "half of the playerbase" come from though?
I understand what it happening. A lot of people complain about the competitive nature of the game and then continue to play competitively. Games are meant to be fun so don't force yourself to play.
I'm probably the only person that thinks creating a competitive and casual game mode is a good idea but the major complaints (meta, tunneling/camping, MMR) come from what seems to be casual players looking for fun complaining about competitive aspects. But the fact that there is a meta and strategies such as tunneling show that there is obviously a divide in how people want to play.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904780#Comment_2904780
ummm I enjoy it too, but upload a vid of you playing casually, so we can see how it goes.
If I could right now I would. Why do I need to provide evidence of me enjoying a game though? Is it that hard to believe a killer doesn't rage every game and actually enjoys the role they choose to play as? I get frustrated when things are out of my control (Lery's on a killer like Oni for example) and that's about it. If I get burnt out I switch builds/killers, switch to survivor, or take a break from the game.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904605#Comment_2904605
yeah yeah yeah everyone plays to relax, except they dont.
I have over 2500 hours in the game, you don't relax playing killer you figure out your mistakes and micromanage the match until you eityher win or lose.
Nothing casual about the game anymore, and in fact, people can play the game as they wish. You may relax and have fun but the teams I go against every night most certainly are not.
Put a couple thousand hours on killer then come say that nonsense.
Speak for yourself, some people enjoy playing killer and it's relaxing to just be on my own team and play how I want.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2903807#Comment_2903807
If people always hit it, isn't it already easy?
People don't always hit it when they are new, I was just going off of you lol.
Edit: I am also forgetting about the console players in this thread but that is an issue with the game itself.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2903807#Comment_2903807
Except those few times someone misses it can be the difference between winning and losing. Living and dying.
People want it removed and that basically is taking away a chance for the Killer to get a kill by saying 'I want my hand held and to never risk failing a DS skillcheck.'
It CAN be failed, which means it IS failed, which is the point; it's not a 'Get out of hook free' button, which is what this thread wants to turn it into; they want to NEVER fail DS again with a 'Think of the NEWBIES!' argument meant to hide that it's a direct nerf to Killers by removing any and all risk of failure.
Edit: I HATE this bleeping cloudflare sometimes! Every second post; a little window pops up that basically means 'You can't post, and you can't save this draft. Enjoy losing it as you are forced to refresh before you can post again.'
I personally don't use it so I don't care too much, which is the reason why I'm saying removing it isn't a bad idea. I respect your opinion though, and your explained why people care well. I just think the DS skill check is a little outdated because the version is now is very different from the original version that 100% deserved a difficult skill check. All in all, if people feel strongly about it being removed then I'm not going to advocate for it on their Twitter page or anything. I would like a customizable bot mode though! That would be beneficial to situations like this where a survivor needs to practice a perk.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2903696#Comment_2903696
If you're referring to DMS and Pain Resonance, no they don't. Let go of the gen before the killer hooks, so that Pain Resonance doesn't push you off, triggering DMS.
I think they meant Artist with DMS as she can push you off from far away. DMS does not need to be nerfed just because of Artist though. We don't need another Stridor.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903756#Comment_2903756
It makes zero sense for a first blink attack to be considered a basic attack, but not a second or third blink attack. They all function exactly the same. Is she not going to have fatigue if you consider the first blink attack a special attack?
Starstruck is one of the most counterable exposed perks that it’s laughable people have issue or trouble with it. You can only get hit by it by being greedy for protection hits or sabo plays.
Starstruck isn't the only exposing perk and I wasn't even talking about that. Also the idea wasn't mine, it just minorly fixes the problem people have of Nurses getting insta-downs easier than killers with basekit insta-downs and I like that more than making all blinks special attacks.
"Is she not going to have fatigue if you consider the first blink attack a special attack?" I said the first blink could be a basic attack, not special, so I assume that's what you meant. They are functionally different as they are called "blink" and "chain blink", and chain blinks are shorter and need to be activated after a normal blink. Lastly, if you meant "Is she not going to have fatigue if you consider the first blink attack a basic attack?", my answer is no. She already uses basic attacks that grant her fatigue, why would this be any different?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2903784#Comment_2903784
Fair, but DS in no way needs to be auto-success with a BONUS to stun time if someone hits the skillcheck. That's just bloody overboard hand holding.
Yeah that's why BHVR doesn't listen to the community lol.
@Mr_K said:
If its very hard then why do survivors seem to always hit it?
If survivors seem to always hit it what is the problem with removing it or making it easier for new guys? I'm not for balancing only for newcomers like BHVR seems to do sometimes, but I haven't seen a good argument against this yet. DS is going to still do its' purpose and it won't make a difference for anyone playing against experienced survivors.
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I don't understand why they just refused to give him a lullaby. If he has a 32 m terror radius he should have 115% speed.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2903582#Comment_2903582
The difference being the Killer's goal is to stop Survivors via killing them.
The Survivor's goal is to escape. Not to stop Killers. That's the difference, and why Survivors should not have perks that punish Killers.
Instead, Survivors get to punish camping, punish slugging, punish tunneling. And now they think it's not only normal, but expected to do it more, and want perks changed to literally auto-DS and reward them if they do it better.
That's why this game barely has any Killers left. Because it's so Survivor-sided that Survivors think 'Let me have Auto-DS, and reward me with bonus stun if I hit the skillcheck' is a good idea. Because they have been conditioned to think 'I punish Killers' instead of 'I try to escape'.
Not siding with the user you're talking to, but DS and BT are helping the survivors escape.
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Not really. It's only punishing to new players. A skill check isn't a problem for anyone else. I do know some people save their DS sometimes, so it should probably still have a skill check, but larger.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2901574#Comment_2901574
Yep! Some are more viable than others though. Why do you want to limit her perk options?
Technically I can run Bamboozle, Enduring, Spirit Fury and Brutal Strength for example, but it would be ironically. I am able to run them if I want to though. Just like I could still run a perk with basic attack requirements if it was nerfed in some way, even if it required something like having to get a hit on the first blink, which would still be much more useful than the build mentioned above. I don't want to limit her perk options for no reason, it just feels inconsistent balance wise to me to have even more of a lethal ability.
By the way I do not think she should be nerfed further than the example I mentioned (only 1st blink is basic attack) unless she had her base speed increased, just for the sake of fun. I like my Devour Hope on her.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2901607#Comment_2901607
https://forum.deadbydaylight.com/en/discussion/comment/2901609#Comment_2901609
Just to clarify, are you looking for extremely good players versus extremely good players? Or just random average players versus other random average players?
I've seen good players in a SWF against Nurses in tournaments so I guess if there is an example of high level play in pubs I would like to see it. When it comes to balance I don't think BHVR cares too much about them though, they care more about the average player.
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@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/2903648#Comment_2903648
I know but it seems that it is a little bit faster than the other killers, haven't you ever had this feeling?
His animation is a power-walk and they probably get blood lust a lot (/hj) so I understand ya.
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Amnesia actually sounds fun.
Trauma could be in the game but it sounds like it should probably have a cooldown, like 40/35/30 and in return every tier could have the 32.
I am not commenting on Anarchy balance-wise but it is definitely chaotic!
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2903616#Comment_2903616
cant you simplify that process for any killer tho?
nurse: warp across map get immediate down
Pig: lose
Trapper: trap and down
nemesis: run from zom boys
and on and on?
Lmao Pig
Legion: Run fast
Doctor: shock survivor at loop until hit
Hag: chase survivor towards trap and hit
Pyramid Head/Nemesis: Use power in a survivor animation lock
And also Billy: Hit objects and overheat (and lose)
But anti-loop gameplay like Artist, Nemesis and Pyramid really are boring to go against, and some find them boring to play as. Nemesis and Pyramid Head aren't as bad because you can keep looping, you just have to ignore the window/pallet for a dodge until the right time. I don't see why that makes it boring for the killer though, that just means Artist is better.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902525#Comment_2902525
Her speed makes up for her being 110% and her slow startup animation. 115% killers have a net gain on her in terms of speed and chase time.
Eh, she is still faster than other "invisible" killers when actually using her power. Though it makes me wonder why she is still 110% when killers like Blight exist? Must be because of her invisibility.
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@Brokenbones said:
How would you buff Spirit, any ideas?
Personally I can't think of anything, aside from maybe an Iron Will nerf? Not sure how much that would help Spirit alone as opposed to helping the rest of the roster
Stridor nerf reverted. The imbalance is now on the killer's side when someone has iron will; survivors can hear her but she can't hear them.