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gantes

gantes

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gantes
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  • @Dr_Trauts said:

    Dev statistics are false, everyone knows this

    Lemme get my tinfoil hat too real quick

  • If you take the new Badham maps as a standard (if the redesigns go along those lines) the maps are looking good for her, at least in my experience

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/623036#Comment_623036

    But what are her good maps ? Because she is very good on Autohaven Wreckers ( mainly on Blood Lodge ), but then, she has maps that don't hurt her too much, maps that makes her life a pain and maps that completely destroy her and causes DCs among Huntress mains.

    I'll rephrase that then. In maps that don't hurt her, she's substantially better than Freddy, In her good maps (every single Azarov one) she's 100x better.

  • Spirit is definitely stronger.

    You could maybe make a finnicky argument for her being worse when sounds were #########, but when sounds work, there's no doubt whatsoever that she's the clear #2 in this game. Both base kit and add-ons involved.

  • Freddy is the best design (fun to play, fun to play against, strong) since Huntress imo. The devs did a hell of a job in this one. I think they should use him as a standard for future designs in terms of both power level and fun.

  • @Acromio said:

    He's still bad.

    lol

  • I'd love to know the Nurse's escape rate without taking DCs into account. Her total kill rate is like 78% iirc, I bet it's not too much lower than that.

  • TBH I'm not surprised people see it that way. The key difference between any of the top 5 killers and anyone else is the huge skill ceiling they have,

    The difference between a good Freddy and a great Freddy is small. The difference between a good and a great Billy/Huntress/Nurse (a bit less for Spirit and Hag) is absurd. And great killers are hard to come by in this game.

  • Here's the thing. In her bad maps, she's Freddy level or a bit worse. On her good maps, she's so much better than him it's actually absurd.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/623024#Comment_623024

    Huntress is a gamble. I'd put Freddy above Huntress due to the amount of bad maps Huntress has. With Freddy you can do good consistently whereas Huntress can be great on maps like autohaven and swamp and fall short on others like Yamaoka.

    Long range shots help but they're not necessary on Huntress.

    People seriously underestimate her up close game and it shows.

  • @SpyMature said:

    https://forum.deadbydaylight.com/en/discussion/comment/623024#Comment_623024

    duh, Coldwind maps are pretty much a game over for her against good survivors, you can't throw over the hatchet in most of the places, and get looped like a 110% killer without a power on most of the loops. Specially the bullshit main building loop with a generator, where it's basically a safehouse for survivors whenever they get there against a Huntress.

    Coldwind is also the realm where she can cross map snipe people the most

  • @Grandkurama said:

    https://forum.deadbydaylight.com/en/discussion/comment/623022#Comment_623022

    What buffs?

    Huntress suffer too much from loops in jungle gyms...and in open maps you still have to have very good aim, hard thing especially on console.

    I mean, on console Huntress is garbage tier sadly. Just played her on console yesterday, I'm still sad with how terrible she is.

    Basically her lullaby is not directional anymore. Combine that with her small terror radius and you can actually sneak up on people without them knowing where you're coming from, which is VERY dangerous against Huntress considering how fast she downs you.

    High wall loops are the ones you can mindgame anyway, so that honestly doesn't bother me much. And every time you go through a pallet and you're in M1 range she forces a mindgame between M1 and M2, so you don't have to go M2 every time.

    Huntress got hurt by map design, yes, but that's like falling from #3 (before Spirit was released and Hag was buffed) to #5, she's still VERY good.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/623022#Comment_623022

    I would count Billy as M1-Killer, but thats definition.

    Regarding Huntress, she gets ######### on some Maps. High-Wall Loops can destroy her more easily than they can hurt Freddy.

    Furthermore, depending if choosing Snares or Pallets, Freddy can get either really good in Chases with Snares, or has good Lategame Potential with Pallets. I mean, it is a close one, but I would say that Freddy might be above Huntress.

    But like I said, a close one, and even if he is below Huntress, he is not worse than 6th on the list.

    Pallets are legit awful vs good survivors. Like for real.

    Fun, but terribly inneffective.

    He's definitely not worse than 6. He's got exactly the same chasing power as Clown, if not more, with a teleport to boot. I laugh at everyone who asked for buffs before release, including me who though the snares would be weak before I learned how to use them.

    If every killer they release from now on is Freddy levels of power I'm happy with the direction this game is taking.

  • @SpyMature said:

    https://forum.deadbydaylight.com/en/discussion/comment/623022#Comment_623022

    Huntress got really [BAD WORD] by poor map design choices, and because of that +her being a 110% killer, she moved down in tier and really depends on what kind of map she gets and it's RNG.

    I mean, she ends chases fast regardless of the map.

    You could argue she's not #5 in Lery's or the Game but she is anywhere else

  • @Aven_Fallen said:

    In my opinion, Billy is stronger, most likely the 3rd or 4th strongest Killer, he is around the same Level as Hag for me, but gets looped, while Hag is more dependent on the Map as well Items and Perks the Survivors bring.

    But I would put Freddy at Number 5, even above Huntress. He is solid upper Midtier, and a strong 115% MS-Killer.

    I see no way for him to be better than Huntress, especially after the buffs to her lullaby.

    She still has a pseudo instadown and in open maps she's still better than any M1 killer could dream of being.

    I feel like the top 5 is as clear as it can be in this game, but Freddy is definitely the best M1 killer atm

  • @SpyMature said:

    Hm, that's a good question, though good survivors will always force an M1 from billy and will not get a chainsaw up their butt, whilst Freddy doesn't have an insta down in the first place, but he has other abilities that make up for this.

    But at the same time if survivors do make a mistake of running out in the open, Billy can punish that tremendously and snowball the entire team.

    If you consider that all survivors are gonna be great and won't let Billy instadown them, I think Freddy is better because he has more advanced tricks, like cutting off a survivor mid chase, as well as being the fastest killer who can get from one side of the map to another in only 5 seconds.

    Good Billys still get instadowns vs good survivors. You can't avoid that all the time. I'd say half his chases will still end up in instadowns most of the time.

    Watching a good Billy curve the chainsaw perfectly around loops is still one of the most fun things to watch in this game.

    People act like Billy has no skill ceiling but the difference between a good Billy and a great Billy is pretty damn large

  • Nope.

    I'd place Freddy below Huntress and above Myers, which is still like #6 best killer in the game. But Billy is still def better

  • MoM is a terrible example because it was an abomination that didn't belong in this game.

    There can be strong perks without being that horribly made.

  • What I would argue is that we need more good perks on both sides to increase build variety.

  • I can't help but wonder what rank you're playing at.

    Most M1 killers not using Enduring+Spirit Fury are literal jokes at red ranks.

    Surveillance doesn't even figure among the top 5 perks in the dev stats iirc. It's a mid tier perk. If you're going to actively kick gens I'd rather run Pop which at least does something meaningful to delay the game. And you know survivors will touch the gens you kick already, you don't need a perk for that.

    And every single killer perk can be worked around.

    I think you've had a few bad individual experiences recently and you're generalizing it now, but nothing you pointed out is actually a balance problem. It's like killer mains complaining about, say, Adrenaline when there are no survivor perks complaint-worthy right now either.

  • I particularly don't run SC because I don't enjoy holding M1 for 32 more seconds, but you do you tbh

    This game ain't competitive enough for me to take it that seriously tbh. Just don't run Bond and you don't tilt every time it happens.

  • OoO ain't even good for the game anyway. If it were all solos it could be, but it's one of the things SWF legit ruins (they don't ruin everything like some people like to think here).

    I actually think OoO has no place in this game. Good thing at least stealth killers are being buffed against it.

  • Make the game spawn one extra totem and add a counter in the HUD.

    That's 72 seconds worth of cleansing or nearly an entire gen (80s at base), not counting the time to look for the totems (if all maps go by new Badham's way of hiding totems, survivors have to actively look for them).

    That way survivors have a clear trade-off: they either cleanse it all and extend the match by, say, 2 minutes or risk the NOED. I think it would be pretty good design and the totem counter wouldn't be very powerful at all. I mean, at high ranks many survivors simply disregard dull totems and just look for the lit one in the end if the killer has NOED. It couldn't possibly benefit efficient survivors too much (which are the ones who can be too strong) and would definitely help low rank survivors, which are the ones who struggle.

  • Billy is the ultimate standard of balance every single killer should be in this game. Nothing about him is broken. He has a strong ability that provides map pressure and helps in chases, but can still be looped and it definitely comes to skill from both players when he can or cannot chainsaw you during said loops.

    He's at his best in big open spaces, but let's face it, most non-stealth killers are.

    Billy, Huntress in relatively open maps and even new Freddy on the reworked maps, for example, are what killers should be in this game power-wise.

    EDIT: the only thing that could be op on him are his instasaw add-ons, but those are probably getting changed in the near future anyways.

  • Corn feels massively better now tho. Not sure if they actually changed it, but that's the impression I got.

  • As much as I disagree, it could be nice for some killer mains to understand that not everyone who beats you is SWF.

  • Also ty @Peanits for clearing stuff up you the real mvp

  • Oh sweet baby jesus are we still complaining about the pipping requirements

    Ranks are based on THE NUMBER OF SURVIVORS AND KILLERS NECESSARY TO MAKE THE MATCHMAKING BEARABLE, period. They're a matchmaking tool. So the number of survivors in red ranks is ALWAYS meddled with by the devs to ensure good matchmaking. There's no magic scale of how good a survivor or killer needs to be to """deserve""" to be in red ranks.

    You could make the exact same argument for the other side, saying that killer pipping was way too easy in relation to survivor pipping before so you had to make it harder because the noob killers kept letting everyone escape, and it had to be made harder. (Which is a point that could seriously be made because pipping hasn't been even remotely hard as killer for a long time).Thankfully the devs aren't that elitist and went with the other way around.

    Edit for clarification: I'm not implying that the requirements change all the time, I'm just saying that the change that happened was very necessary because pipping was too hard and the matchmaking suffered.

    I still don't think ranking should be taken this seriously in this game.

    Also solo survivor x killer is pretty balanced so the stats being what they are without counting DCs doesn't surprise me much

  • Escape rates would be a good number if they didn't count DCs and more importantly, if DBD was a competitive game, which it's not.

    The lack of division between ranked and normal queues (not that I think it should be divided, it's a whole other discussion) means that people meme around, deliberately die, deliberately don't play optimally as killer, etc.

    Let's be real, when it's a Nurse or Spirit people try. When it's a Bubba or Trapper the chance they will meme around is absurdly bigger. No one wants to meme against a strong killer, everyone wants to meme against a Bubba because that's pretty much what he's for in this game.

    As long as this game isn't to be taken seriously and DCs aren't punished, stats shouldn't be used for balance unless they're absurdly high or low.

    EDIT: not everyone tries against strong killers obviously, some people DC. But my point still stands that people don't take this game seriously enough for stats to be reliable.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/616158#Comment_616158

    Yeah totally break line of sight on those waist high loops in Barham, k

    "just hide from the nurse" levels of smartness

  • I feel like Bloodlust will no longer be a thing... eventually. It's a bandaid fix anyway, the mechanic itself is already weird and "rewards failure" but it's a necessity in some maps.

    They'll need to rework all maps first. Removing it on only one map is weird design and probably something they won't do, but I get the frustration. Bloodlust does ruin those maps.

  • People can't read to save their lives.

    Also like this idea. DS could use some other changes to work only against tunnelling. I like the one that extends the timer but turns off as soon as someone else's hooked.

  • This would make her more fun so I'm in

    I'll always say this: I'd gladly trade a bit of power in her for having corrupt purge every game. That's the best part about her kit. I honestly don't care how she's performing, even if she's strong, corrupt purge needs to be usable regardless of survivors' actions.

  • @TeambossFloze said:

    https://forum.deadbydaylight.com/en/discussion/comment/615433#Comment_615433

    what idiot would ignore a totem? If someone is that stupid then I hope killer runs noed to teach them a lesson

    Totems are supposed to be hidden. In the new Badham you actively need to look for them.

    Actively looking for totems is nowhere near optimal.

    Good players ignore it and IF the killer has NOED they either leave (and no one gets points and the killer doesn't pip anyway) or find the lit totem only.

    The totem system needs to improve quite a lot before it's considered an objective, period.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/615207#Comment_615207

    If you and 3 other survivors can't find 5 totems before the game is over, your definition is bad needs to be re-evaluated.

    https://forum.deadbydaylight.com/en/discussion/comment/615361#Comment_615361

    NOED is a catch up mechanic that gives a lesser experienced player a fighting chance and is completely counterable by experienced players who aren't lazy. Catch up mechanics are part of game design 101 and are an accepted standard in the industry. See also the Mario Kart Blue Shell and the CoD n00b tube.

    The player who truly is a problem is the one who cannot counter a simple catch up mechanic.

    People who defend this abomination don't see it as a catchup tool.

    And it's better for players to learn the damn fundamentals instead of relying on NOED. If anything, it makes bad players worse.

  • This game needs a SERIOUS totem revamp before totems can even be considered something that resembles a second objective.

    It's just better to ignore them and hope the killer is good enough to not run NOED.

  • I have no discipline so I'll just get it with real moneys

  • Most people don't want to dump points into prestiging/learning all perks on new survivors and just stick to their mains

    I played Jane for Head On for a while but switched back to Kate/Quentin right when I got the teachable.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/615242#Comment_615242

    No NOED has great design

    Yes NOED is bad

    Survivors should not be able to get away with not countering a perk that does literally nothing until the end and is trivial to counter. NOED should be buffed massively

    Great design pff

    A perk that only kicks in after you failed isn't great design bud

    I hate late game builds. Sure, let's not learn fundamentals or to apply pressure and get rewarded in the late game. It HAS to be kept weak to be healthy.

  • And NOED is both bad design AND a bad perk can't believe we're having this debate in 2019

  • Baseline Kindred is definitely NOT too powerful and it reinforces all the ideas they have with game design. It fights camping and encourages people to play together. I'd even settle for a weaker version as long as the killer's aura is shown at 16m or lower.

    A totem counter is also not too powerful if they increase the number of totems, which they should do imo. 8 would be fine.

    I believe they're overthinking this. They just need to give solos more info. That's all. I don't think it's that hard to do.

  • Do people cleanse against you?

    Because honestly, that's 90% of her problems for me. When people do cleanse I have a blast.

  • Around Myers power level, a tad lower.

    His problem is how finnicky his power is, that's why I don't play him.

    Sometimes he can't be revealed at all, sometimes you're hiding and you get revealed.

    I don't like him because he's inconsistent, but he ain't weak. Not when compared to most killers at least.

    High mid along with Freddy, Myers and Plague imo. Def weaker than Freddy, around the same as the rest.

  • @Mochan said:

    Contrary to what people will tell you, having all the survivors run around Broken is actually a strong ability. It may not work at all ranks, like at the highest, but it sure works fine where most people play -- down in the middle.

    I mean, most people don't debate whether it's strong or not. The problem is that it's boring.

    I'd gladly take some small nerfs on other parts of her kit if I could reliably use her full power every game.

  • I've found moderate success bringing double apples with her.

    You already having your power makes people a bit more afraid not to cleanse.

    And TBH using her power once or twice in a game makes her exponentially more fun already.

  • Freddy is hands down the best release in ages.

    He's not impossible to put in a healthy place like Legion, as frustrating to play as Plague, as frustrating to play against as Spirit, as bland as Clown, as inconsistent as Pig...

    I would go as far as saying new Freddy is the best "new" killer since Huntress.

    The devs hit the mark absurdly with this rework, except for a few add-ons. I couldn't be happier.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/606761#Comment_606761

    So, are actual totem placements being looked at? I really am tired of my Ruin appearing right out in the open for anybody to see.

    Outside of bugs, Badham totem spawns are the best we've ever had. If they keep up the same quality with other map reworks we're good.

  • Oh look it's this guy again. How pleasant.

  • @SovererignKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/605405#Comment_605405

    I'm not arguing that. I'm saying neither helps win the match. Killer's who mori cancel are jerks, Survivors who tea bag are jerks.

    A Killer who mori cancels gets nothing out of it. The other Survivors do Gens and he/she loses. If it's the last person, he/she gains nothing. There is no reason for it other than to upset a survivor.

    A Survivor who tea bagged gets nothing out of it. The game goes on just like normal. There is no reason for it other than to upset the Killer.

    The fact you think i'm arguing "What's worse" is semantics. I don't care which one is worse than the other, BOTH are aimed for no other reason than to upset the other. It's the INTENT TO UPSET SOMEONE, not the effect it has on the game.

    If you want to sit there and think it's OK to tea bag, but not mori cancel then that proves how bias YOU are. Survivors can do nothing toxic and are perfect angels, Killers are bad people, right? You're going to be ok with Survivors doing whatever, but Killers, oh no, can't have that. Going to shame them. I on the other hand will shame BOTH for this behavior, because its toxic for both sides, and only serves to breed more hatred.

    Go ahead though, like usual Senzu, pet your preferred side because in your bias eyes, Survivors can do no wrong. I'll continue to fight toxicity on both fronts while you join your toxic little friends and "have fun".

    False equivalence city

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