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gibblywibblywoo

gibblywibblywoo

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  • @CakeDuty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843512#Comment_1843512

    I don't like playing against Twins cause their best strategy is to mass slug, so I have decided not to play them, cause I don't wanna make people go against killers I don't like going against. Same reason I dropped playing Spirit. I hate going against Deathslinger as well, but he's just too fun to not to play. :(

    I am a Pig main so she wsa my first P3 lvl 50 killer, as well! She's not as bad as people think.

    Funny. This is the exact same reason I dont play them anymore hah. Even dropped freddy as he felt too easy despite maining him for nearly two years or so

  • On console I had every killer except Nurse, Oni and Hag maxed, up until blight. Meg and Jane for survivor

    On pc just Yui, blight and doc

  • I play him ocasionally. I think its the idea that he's an "honest" killer. Has clear limitations and counterplay that will stop a bad/mediocre killer from being carried to a win. That said I don't think he's "good". Just OK.

    Granted, I play him more territorial with locking down a section of the map with active portals and dropping chases to stop portal cleanses. Like a more active Hag. Most demos I see just don't even really bother with portals and just chase with Shred, then again I don't see him often.

    Like Echorion said also is that people who main a lower tier killer are used to losing or at the very least they don't go into matches expecting an easy win to more organised teams or sweat squads and so don't take the game so seriously or BM.

  • I play a lot of Doctor and even if you know when and when not to use his shock a good survivor knows when they should loop and when they should hold W.

    And if you're complaining about static blast... its not even very good. It's a slightly better whispers with a minute cooldown.

  • @darktrix said:

    It doesn't. Just means you will probably stay stagnant at whatever skill level you currently are if you just go cherry picking.

    This. You'll never improve if you don't challenge yourself.

  • Lunge is only really good for anti loop at LOS breakers.

    If the survivor can see you they can simply make a break for a further vault or pallet.

    Traps are a nice slowdown tool but they are controlled by the survivors and heavily RNG dependant. They also have been nerfed a few times massively weakening her endgame potential.

    Her stealth is also middle of the road. She can control when she becomes undetectable but unlike Ghostface she moves slower, and unlike Micheal she crouches low making it hard to identify players on maps with tall grass.

    Pig is a solid mid-high killer. A decent enough skill ceiling that is more about player knowledge than mechanical skill. A smart killer can do VERY well with Pig if they spread their pressure correctly. But she still takes time to learn survivor habits, when you should or shouldn't use stealth or when the best time to start using beartraps is.

  • @Cjohn said:

    Beast of prey is mostly useless unless you’re already bad at chases. No one runs it and that’s a shame. Here’s how I’d propose reworking it:

    “When you enter a chase, the survivors continue to hear your terror radius instead of chase music.

    For every second you spend in a chase, your terror radius decreases by 2.5 meters. After 15 seconds you become undetectable. Your terror radius reverts when the chase ends.”

    The loss of 2.5 meters per second assuming a 36 meter TR is roughly equivalent to the length of time it takes to hit bloodlust. If it should be a percentage, 6.67% of your terror radius per second is the same.

    This would mean the full effects of the perk take the same amount of time to come online but it wouldn’t be useless until then.

    I'd rather it just be a permanent red stain removal or something. Might be a little too strong I dunno. Maybe a timed total use like that Yui bleeding perk.

  • Yeah lol Pig is literally the killer who can get survivors off gens without even needing to chase them off.

  • Honestly I think that bits just inconsistent as hell. I don't think it ever worked 100% either way.

  • Only if they remove "killers belongings" including traps. It's absurd that trapper can still be countered by an extremely common item, not even perks are needed.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840388#Comment_1840388

    She really isn't as bad as people make her out to be. Her kit is really simple: dash to a location and move through walls and floors. Takes a bit of time, sure, but everyone who keeps harping on about Nurse being "so incredibly difficult" makes less people want to play her because they've only "heard" how difficult she is to play and are then deterred from even trying when she's not that difficult to learn at all.

    Its always the constant mountain of bugs that have turned me away from playing her.

  • @Chechia said:

    Get to rank 1 consistently and you will have enough challenge, especially if yo play in the evening.

    Try to play the game in a respectful way. Don't try to camp, tunnel and slug. Try to 12 hook everyone.

    If you'll do that you will see how easy it is for survivors to do gens and escape.

    Good luck on your journey.

    Fun fact. Playing during peak times means you're actually significantly more likely to get lower ranked/worse survivors due to the sheer difference in player counts. I only get good matches against good players during the day time. I don't even play killer in the evenings anymore as its too easy.

  • Theres a lot of disparity in killer power. You have some killers that have to work a lot for only a little real reward ( Trapper, Wraith, Clown, Legion and The Twins if you aren't a camping scumbag) ones that are extremely hard to play but once mastered are nigh uncounterable (Only really Nurse, Blight to a lesser extent but he is definitely easier to learn and doesn't break the game wide open and has clear counterplay) some who are middle of the road like Doctor and Pyramid, Huntress who is very strong but also extremely map dependant. Then you have killers that are extremely strong but very easy to play and don't require much mechanical skill (Spirit, Freddy, Deathslinger).

    It must make balancing the mountain of killer perks and map layouts a complete nightmare.

  • the M2 is built for animation locks. Using it out in the open is not its main use. its also very, bery good for animation locks

  • I go out of my way to pubish survivors who leave the unhooked to die. They have to learn one way or another

  • Being able to reliably unhook yourself is a pretty insanely strong perk from a map pressure perspective. The risk of being found first is part of its balance. That and it being limited to a maximum of 2.

    If you added that chase requirement literally anyone could use it. Being chased for 60 seconds is not hard at all if you have at least a couple of pallets nearby.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837592#Comment_1837592

    Or you could just look up when in fatigue.

    I'm pretty sure it's not working as intended when the game allows you to do so, but this bug has been here since forever.

    WAsn't that removed literal years ago?

  • @Moundshroud said:

    I hate his hoppy walk. It bugs me that he is a 115% movement speed when he looks like he is moving slow. :)

    I love it. It's taken 100% directly from the movie. Looks funny as hell when hes running with something blocking view of his legs.

  • @dezzmont said:

    There is a reason that the devs do NOT mess around with killers being able to quickly and cleanly hook things. A killer finishing a chase is meant to be a high point moment for them, and, barring few exceptions, survivors should be *utterly powerless* when being carried.

    The last time they added generic anti-carry perks to the game it literally caused a killer strike that drove Qs to 2 hours long at times. You can't balance the concept of making it harder to hook or easier to wiggle out generically. It is just way too toxic to the killer experience.

    Like... MAYBE if it also increased carry time, so you don't get ANY additional time alive, you just make body blocks worse and eat a bit more killer time going down? But even that is probably way too much, as bodyblocks are meant to be mega rare because, again, anything that makes the killer feel powerless on pickup is EXTREMELY bad for the game and is so frustrating it actually causes killers to quit. It literally is what killed Deathgarden, for example.

    A slowdown even with a time increase is problematic because any amount of slowdown makes it so the killer literally can't hook if you have a SWF bodyblocking. The margins on hook distance are already super thin on many zones and you would create 'carry infinite' spots pretty trivially.

    This. A killer losing a potential hook purely from a single survivors (the downed one) actions should absolutely not ever be a thing (edge cases being Flip flop which is extremely situational).

    If a killer is going to lose a potential hook through no fault of their own it should be because of organised teamwork. Not one perk out of a potential 16.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838028#Comment_1838028

    He isn’t fine on PC either, lol. He’s a problematic killer since his release. Way too easy.

    LEatherface certainly wasn't easy in his original form.

    That said I guess the newer form is quite strong for how easy he is to actually use. But its not a real big problem to be fair. He's not Freddy tier where any brainless moron can stack slowdown perks or NOED and win simply through attrition. Freddy makes me want to stop playing for the week. Leatherface doesnt really.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837654#Comment_1837654

    "thats all" - (basement) camping Bubba would like a word with you.

    Its not hard to figure out the location of the basement and just stay away from that area. A quick sprint past the shack on most maps at game start and you'll immediately know. And that implying that it isnt already a death sentence against killers like Hag or Trapper.

  • He's strong in a chase, thats all. And you can still soft counter him with pallets and windows.

    You know how you counter strong chasers? Split up and do gens.

  • Vault windows. Also no, old Leatherface sucked ass. I tried to main him back when he came out and he was just bad.

  • Would be nice. I've had 1 player in recent memory not tunnel off hook in a no obssession game.

  • I only quit as survivor when a player deliberately sandbags me. Want to ruin my game? Enjoy the 3 man 4 gen match.

  • Its weird that instead of just giving us these items like frsoty eyes now its a timed exclusive "screw you" to new players or players who just didn't get the time due to work or family.

  • I've had lunges end early out in the open just because the survivor wiggled a bit after I started the lunge. Pretty annoying that if the survivor knows how to exploit it they can screw your "aim dressing" for free.

  • I mean, it IS true... We have significantly less pallets, nerfed vault speed, pallet vacuum gone (honestly the best chcange they ever made), less linked tiles, more dead zones on acerage per map, significantly stronger, more varied slowdown options, nerfed toolboxes and healing speed, end game collapse, nerfed exhastion (multiple times), nerfed BT and other strong survivor perks.

    Theres still some messed up linked tiles on a few maps and just bad maps for killer in general like the indoor maps or cornfield maps, but overall as someone who learnt killer way back when that was all a thing I find killer the easiest its ever been by a significant margin.

  • Wow. What a scumbag. Using good perks to try and win. What perks did you have OP?

  • I've seen many games I've loved go free to play and get absolutely overrun by hackers. No thank you.

  • Seems the same as survivor. Smaller killers like Freddy and GF still getting hits that it really feels like they shouldn't. I've had maybe one or two lunges into vauits where I'm clearly hitting through them. I assume thats lag on my end and validation is doing its job. I don't really get those last frame hits through a pallet where I go "should I have got that?" anymore

  • The only games I've seen a Twin player get more than 1 kill after PTB is if they get a basement hook and camp it with Charlotte.

    They're awful. So, so bad. I thought Legion was the worst killer we'd ever see in DBD but here we are.

  • There's a surprising amount of perks that literally exist just to punish solo players. It's weird.

  • @AnnoyingNarrator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832366#Comment_1832366

    Actually, let's run with that. Certain killers have certain side objectives, and you can use that to narrow down who you are facing before you see them.

    For example, let's say the door has a box on the switch, and you need to find a crowbar to yank it off. However, only three killers have that side objective, Pig, Wraith, or Trapper. It serves both as a stalling tool to slow down the game for the killers, but also provides the survivors with some information on who they are dealing with.

    Having killer specific things like that would just feel like a compromise insteaed of actually making them stronger.

  • Problem with side objectives is that some killers could use them but on others they're completely unnecesary. Sure it could help the stealth killers and setup killers. But then you'd have to both nerf a ton of existing gen slowdown perks aswell as potentially nerf the stronger killers that already can end chases in 10-20 seconds from full health.

  • Take solace in the fact that you're a considerably better player and they only got you from a cop-out mechanic. A killer should never reach Bloodlust 3 and theres few excuses for hitting 2. If you can loop them that long they're fighting a losing battle.

  • Nurse "nerf" made her maybe 5% less effective at map pressure. It changed nothing.

    "Oh no I have to wait an additonal 1.5 seconds to cpletely break the game"


    The Billy change was awful. all he needed was instasaw nerfs. The overheat actually punishes the top level billys who would go for curves at pallet loops or knew how to weave around the map.

  • Grow thicker skin. It's an animation in a video game.

  • @Shirokinukatsukami said:

    Just finished a game where a Deathslinger made a beeline straight for me twice after unhooking and trying to patch myself up with a Medikit.

    I waited for endgame to ask him how he found me. He said he heard my breathing. Once I was hiding behind some hay. Second time I made sure to hide on top of the tractor. He still headed straight for me.

    The big issue here is I was using both Iron Will AND Off the Record. He also had no aura reading perks and he didn't have Stridor anyway. But how can he hear me breathing when I have both Iron Will 100% and Off the Record?

    Seriously, I know Stealth has been given the big FU by the developers for the last two years but this is ridiculous.

    Were you playing Jane or Elodie? They are loud as hell and I can hear them from miles away as killer. ALso, you breathe heavily for a few seconds after running.

  • Pyro is a loveable goof. It wouldn't work in DBD.

  • As others have said the perk is fine. The fact that you're 100% quiet with IW including regular breathing noises from running is what makes it so good.


    Spirit is the major design problem here

  • The fact that Spirit players consider literally doing nothing some sort of "high level mindgame" should tell you all you need to know.

  • @bubbabrotha said:

    Clown is probably one of the best killers in the game. Discuss.

    People say this a lot but even played well he's weak because

    A. If the survivor is smart and drops the pallet at the right time you'll either need to break it or use another bottle to get a hit around the loop or

    B. Have to slow down and reload because you're out of bottles basically resetting the chase

  • @Ryan489x said:

    I'm looking forward to any positive changes in the future that make it less annoying to get through.

    I have one survivor master challenge left and I think it's just mean on both survivors and killers. Stunning them 4 times in one match is tough but it also makes you look like a jerk to the killer.

    1 level away myself. Don't think I'll bother with the lore challenges. The last few rifts stories have been kind of uninteresting.

  • @luvcraft said:

    I keep thinking it would be cool if a killer power had to use a completed gen to recharge, and Dr seems a LITTLE OP at the moment, so what if instead of static blast automatically recharging over time, Dr had to interact with a completed gen to recharge it? The gen would still stay completed, and he could use a gen any number of times, and it would recharge faster at the gen than it currently does (but require the Dr to go to a completed gen and interact with it to recharge it instead of always recharging passively).

    This would also fix those stalemates when the last 3 gens are all clustered together and Dr can just patrol them until static blast is charged, and then set it off and hit all the remaining survivors, and repeat that until they have all the crazies.

    What do YOU think?

    Static blast is not strong and can be quite easily countered. No thanks.

  • Camping is cringe, go play the tutorial if you want that.

  • @tactic said:

    It feels rewarding because it’s effective at winning the game + toxic survivors can get screwed pver

    feels ######### to go against because there’s nothing you can do, it usually means you perform terribly, and it’s just super annoying to NEVER get a break.

    there’s probably deeper psychology but I really think people just hate it because it’s cheese & use it because either it’s powerful or they’re toxic

    Do people actually find camping (and I mean camping when you know there are no survivors nearby) and just throwing the match fun..?

    Granted solos tend to just throw themselves into a loss because they're desperate for unhooks, but a good team of SWF or solo with Kindred will just get a free win.

  • @TragicSolitude said:

    Let him stalk himself out of Tier 1 quicker. I think that would appease a lot of the people who want Tier 1 gone.

    I like Tier 1. What I want is for him to return to being immune to Spine Chill while in Tier 1.

    I disliked that change, yes it made him stronger against OoO. But considerably more survivors used Spine Chill anyway.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828128#Comment_1828128

    That would be a really nice improvement. Do you have any ideas on how they would change tier 2 as well? I don't know if the lunge increase from 1 to 2 is enough. I feel like tier 2 should have maybe slightly increased kicking speed on pallets, breakable walls and gens and also slightly increased vaulting speed.

    My personal idea was just to remove Tier 1 in its entirety and EW 2 becomes "stalk mode" whilst EW3 becomes just "evil within". It'd bring him more in line with GF and Pig/Wraith. Perhaps give him undetectable when not in a chase or something to give him much needed immunity to OoO.

    Even EW3 isn't 'that' strong anymore. It's a timed extended lunge essentially. And a good looper will make you want to tear your hair out if you don't catch them in a deadzone or a surprise EW3 trigger. I consider Micheal pretty perk reliant in a chase. I use BS and Bamboozle for his chases.

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