gantes
gantes
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- gantes
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@BBQnDemogorgon said:
@gantes they're not but they just flipped it tge other way. Now survivors will never be caught because he has no chase tool just basic movement to down.
You mean a free hit on everyone close to your first target then playing loop mindgames like you probably should know how if you have more than 10 hours in the game?
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Boo-hoo, I won't be able to get downs without learning any killer fundamentals with Legion anymore!!!!
BHVR refund pls I can't stand being bad
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Tell me how a survivor would possibly escape a Legion constantly running at them with FF other than the Legion player being braindead.
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*laughs in crybabies' tears*
chill the fork out. It's not even on the PTB yet. Most of the people complaining will only miss being able to down someone with no counterplay and feeling good about themselves.
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Nope. The changes are pretty good. If you just stay inside their terror radius you're probably not doing anything useful with your time, so the Deep Wounds are still doing their job at slowing the game down. The changes will allow Legion's power to do their job of slowing the pace of the match without ridiculous no counterplay chases (hitting a survivor four times with your ability activated is NOT skilfull and has no counterplay, and encourages killers to play poorly), and the MS buff will make them much better at finishing survivors off. I think the changes are everything Legion needs to have a healthy spot in the game.
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/420449#Comment_420449
I can easily do way more with Wraith, a killer typically thought of as lower middle tier at best.
She's garbage tier.
Maybe it's because Wraith is easy as ######### and you're not as good as you believe you are?
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If ANYONE could make a reasonable argument on why the Plague isn't at least top 7 I'd be grateful. Like srsly.
The downplay in these forums is ridiculous, and she isn't even hard enough to play to explain it.
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Please OP don't give people who don't know how to play Plague yet another thread to complain mindlessly abour her while she's still a high tier killer.
Thank you.
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Us Hag mains should start a Hag Workshop apparently because the misinformation here when it comes to any killer who isn't Nurse is absurd ffs
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I think the system is somewhat well balanced for killers (except for specific ones who tend to not chase/end chases quickly, such as Trapper or Hag)
But for Survs it's legit a mess. Just watch any high rank youtuber who plays well and still has to struggle to not depip. I was watching a video by Tru3 the other day and he sums it up pretty well. As the killer, all the requirements kinda complement each other, and in order to play a regular game you'll have to stall gens, injure and kill survivors and get into chases. As a surv, it's excruciatingly hard to get heals and unhooks + do two gens solo + get chased for a long time and still escape. You have to play sub optimally to do that, and it's a problem.
Survivors need more ways to get objective points imo. This game is in dire need of more objectives.
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I think death efficiency is important, as long as it's still moderately punishing to lose a teammate.
In a world where generators take longer to complete, it's crucial. In my games as killer, I often take 3 full gens being done before effectively killing someone, and can still get 4ks from there. Right now that is necessary because of how gens work, but if it's tweaked to make survivor-favored snowballs less frequent, survs will need a stronger late game as well.
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I play killer quite often and yeah it's pretty sad
I try to stay away a bit when it happens so the guy doesn't just die, but I'll admit I get a little pissed off when survs cleanse the totem before unhooking them. Trying not to be toxic as killer can be an uphill battle sometimes :s
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Samesies
I use it often now, especially because I hadn't played Survivor in a while and I'm pretty low rank, so tunnelling is quite common
And a low/unstable FPS can be pretty cruel when it comes to skill checks don't mock us please
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These forums: NOED unhealthy pls nerf
Also these forums: just don't cleanse against Plague and stay broken lol useless power
I mean ok
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Oh, and the camping punishment is juicy. Still does next to nothing to hook divers, which aren't playing very smart anyway, but rewards Survivors who actually do objectives. Love it.
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I love everything except the BP thing. As someone said above, Survivors commit less time to a game, and to my experience playing both sides Survivors get almost as much as killers in extra long games, unless the killer kills everyone... and then they deserve more points anyway.
But I really like the generator changes. Anything that pushes them away from the M1 action is fine to me, and I think the game would be more balanceable when it comes to map presence for killers if the survivors actually had to look for stuff to repair gens.
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Even though he has no complicated mechanics or a crazy skill cap, he needs to convert his chases more than most other killers, because that's his strongest point. He's more snowball reliant than most killers in the game because of that (think Myers, but with a stronger chase game and a much less scary snowball)
I think he's quite fun tbh. Probably my most played killer after Hag and Huntress.
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And before people start complaining about gen rush with her, every killer not named Nurse or Billy struggles against gen rush.
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Good luck hugging a Plague when she's loading Vile Purge. You're just gonna get instadowned from full puke + M1.
She's better than Huntress at high wall loops because she's faster and neither of them can hit their abilities on high loops. If the Survivors don't heal, they're broken against a 115% MS killer. If you don't down Survivors who don't heal, I'm sorry, but you're the one who's bad, not the killer.
If you're playing her right, after someone is saved from the hook in the early game you got two people infected. And if they heal, you become Huntress on steroids for a while. If you can't down someone for the duration of two corrupt purges, again, you're bad, not the killer.
Just because you can't braindead steamroll through loops doesn't mean the killer is bad ffs
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Make Kindred base kit.
Not a 100% surefire fix, but it'd sure help solos.
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I'm sick of people not knowing how Plague works and labelling her as low tier.
Watch any video of someone who knows how to play her and then comment on the matter, please.
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Gen rush is part of the game. Obviously survivors are gonna focus on the gens, it'd be stupid not to. Until the game is fundamentally changed, gens are gonna drop like flies. Not much anyone can do.
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Not all killers should have an insane skill cap to be good.
I think Billy is fine. We should focus on buffing/tweaking weaker killers instead of nerfing the ones who can consistently compete at higher ranks.
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Wanting to know what killer you're facing before the game is such a ridiculous request I can't even
Some killers rely 100% on the surprise factor for the early game (Myers). Some get completely ######### by items (Hag).
On the killer side, some perks get commpletely useless if you don't see the items you're facing beforehand, such as Lightborn or Franklin's.
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She's bad if you overcommit to chases and that's it. People downplay her too hard.
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I'd say
S+: Nurse
S: Billy, Spirit
A: Plague, Myers, Huntress, Hag
B: Clown, Pig, Doctor
C: Wraith, Trapper, Leatherface. Freddy, Legion
No particular order within the tiers. I'd say that with the right perks no one is truly unviable in this game, the tiers are more about how hard they are to pull of/the more perk dependant they are.
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You guys disappoint me. I play more killer than survivor, but if you think it's fair that the killer can force you to depip + not get any points after being hooked ONCE, you clearly don't play enough survivor as well.
If the killer decides to pour their time and resources into assuring you die on hook, you're indirectly helping your team get objectives, period.
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I never ever use those two perks combined. Ruin will go down during that 2 minute window 100% of the time, giving you pretty much the same pressure that Corrupt Intervention would give you by itself. You're not completely wasting a slot by running both, but it's not the best synergy imo.
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@prayer_survivor said:
Put 10 or more totems and one/two of them associated with NOED (if used), and notify all when it was cleansed. More time to cleanse and you have more things to do in the game as survivor.
I think that would be a good design choice if there were more game elements related to the totems. Implementing that only to NOED would feel bad (cleansing everything just for one perk)
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I think most killers can perform well when the last 3 gens are near one another, some just can do it better than others. My favorite to do this is the Hag personally, but that's out of the ones I can actually play (I'm not really good with Nurse or Billy for example)
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Why do people feel the need to comment such non-constructive ######### like "don't tunnel" when the discussion clearly isn't about that. #########.
I'm just gonna say that the main problem is that 5 seconds FEEL like too big a number. I think increasing it to 4 seconds flat with the survivor moving immediatly would be effectively the same thing but would feel better for the killers. The old D-strike was a 4s stun but the main problem was the unhealthy design imo. The new one is better simply because of the added conditions to it.
You can still slug and use the downed survivor as bait, and if you're using perks like BBQ, Make Your Choice, etc you're probably using a playstyle that will give you no problems with DS. Most of the time it will be a minor annoyance, except for late game focused builds, but that's another issue entirely.
I still think 5 seconds will feel bad though, and that's why people will keep complaining.
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Dead Hard with more requirements if you're against a M1 killer, otherwise you might not even get to use it.
Killer mains have a lot to rightly complain about, but this is new toy syndrome imo.
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@Plu said:
Wait that's not already a thing? I swear NOED used to notify people that it was active ages ago...
Nope. Survivors are only notified when the killer hits someone with M1, whether they're already injured or not.
I think a notification wouldn't change the high ranks a lot (where people cleanse all the totems or already expect NOED) but it'd be helpful for most of the players.
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@not_Queef said:
Basically, yes. A large part of the reason that it feels annoying to play against is that you are exposed but are not notified of this fact until you get hit.
I can understand why they did it this way, though.
Personally, I think they should make dull totems count for the Lightbringer emblem. Give survivors a reason to cleanse them rather than punishing them for not doing so. Make them a real objective rather than a chore.
I mean, Make Your Choice and Haunted Ground notify you right when you become exposed and I think NOED has more reason to do so than both of these perks.
And PLEASE. I think there should be more incentive to cleanse Dull Totems, be it with more endgame hex perks or emblem gains.
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I think she's fine as it is. I can agree with the 115% idea, but other than that, I think it'd be nice for the windup time of the hatchets to be slightly buff, in turn slightly nerfing ther reduced windup time addons. (bringing her performance with and without those add ons closer together, since they're often the optimal choice).
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You can make the killer play with only 3 perks if you
- cleanse the totems during the trial. They're not hard to find.
- cleanse the totem after the perk is active. Global map notification.
- cleanse the totem after the killer got one survivor down with NOED, save the person. You're making the killer swap one perk for one hook. Up to you to decide if it's worth it or not. Then, if the problem is that NOED rewards bad killers, you surely can rescue the survivor and win the chase vs a bad killer, right?
NOED can be used as a crutch, yes, but with the currently pipping system and how it works, it won't "boost" killers' ranks vs equally skilled or better survivors, it will actually punish the killer for being bad at everything else (gatekeeper, chaser, malicious and even devout).
This game is in dire need of secondary objectives. I don't think removing the incentive to cleanse totems is the way to go. I think we should add more incentive actually. I want games to be slower and more strategic without making gens take ages to complete. So if the team of 4 survivors flew by the game doing gens as fast as possible, I don't see what's wrong with more strategy and risky saves at the end. If they took the time to cleanse all the totems, the killer has more time to apply map pressure, but NOED does nothing at the end. I believe we should have more perks that reward the killer for having totems up by the late game and punishes survivors for neglecting them.
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So you need perks to have map pressure with him. Big deal. Only the top+high tier killers don't.
He's still one of the best 1v1 killers. If you play your cards right, it's very hard for survivors to lose you mid chase.
You do REALLY need to make your chases count though, because that's where you shine.
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For me, crutch = covering up glaring flaws in one's gameplay, or somehow replacing the need to get better at the game's fundamentals. So it's way more reliant on the player than in the perks themselves.
If a killer runs NOED to force the survivors to cleanse all the totems and pairs it up with a late game build/strategy, it's not a crutch. If they use it to ensure late game kills because they can't apply pressure/chase, it's a crutch. That's why I stopped using NOED for a while, because I felt like it was becoming a crutch for me, especially when learning new killers. I still use it on killers I'm better at or when running a late game build (as much as it's frustrating sometimes, it's part of the game).
If a survivor runs stuff like Spine Chill because their strategy revolves more around objectives and stealth, it's valid. If they run it because they're not confident in their chase mechanics and need it to survive, it's a crutch. Same thing with running a flashlight for playmaking and extending chases x using it to lose the killer after a pallet drop because you can't otherwise.
Notice that by that logic, A LOT of things can be crutch factors depending on the context. Ruin can be a crutch for someone who can't pressure the map. Tracking perks can be crutches. Exhausted perks can be crutches. What makes a crutch is whether you're using it because of your personal choices or because you can't play the game any other way.
For old DS, it could be a crutch or part of a bigger strategy as well. What's really important is that it was unhealthy overall. It's up to the community and the developers to determine whether things like NOED, Adrenaline and other controversial perks are unhealthy or not. I personally think they're both fine.
TL;DR what makes something a crutch is how and why people use it. Something's core design can only determine whether it promotes healthy gameplay or not.