gibblywibblywoo
gibblywibblywoo
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I personally don't slug for 4K unless I know the exact location of the last survivor. It's pretty boring and a hatch escape/3K is still a win.
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Remove the speed loss. Maps are still huge. Early game is the most important area for killers to get their pressure going. Being relegated to 105(or is it 110) speed and having to find a survivor and hope they dont see you and break LOS is a massive time sink.
Been playing Micheal on/off since I first started 3 years ago and he just feels like he's been left behind. He's been power creeped by killers like Oni and Blight. Yes, overall the game is easier for killers now than it was then, but the longtime survivors are also much better players now.
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I've gotten kind of bored of killer recently. Bad matchmaking meaning only bad/new survivors in red ranks as killer. Constant junkyard maps that I can't see anything in. Didn't even buy the Twins. Judging by the few matches I've played against them they look both terrible and not fun to play.
Just playing survivor outside of the occasional Blight game nowadays.
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lol the self victimisation in this thread in incredible btw
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@Pipefish said:
This goes at least back to the Billy rework in my opinion. They made Billy a higher skill ceiling with his overheat mechanic and add on changes. Next they plan to give Freddy more of a skill ceiling. Not to mention the mori nerf that gave bad killers a chance to at least do decent. Its getting harder and harder now for new killers to play and excel.
I ain't referring to veteran killers by the way. You all got ruin undying which is overpowered if you know how to play the game. However if you are a new killer I feel this game is becoming more and more unwelcoming. Or maybe its just me, what you all think?
Edit: I forgot the matchmaking issues. Yeah that definitely takes the cake for the new players biggest struggle.
I would argue that the Billy change along with the add on change lowered Billys skill ceiling. It made revving mindgames and loop curves way less viable. I still think it was unnecessary. Billy was always fine outside of insta saw. They didn't need to touch his base kit but new players have always cried that hes OP because they don't know how to play.
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Its another example of most newer perks just being remakes of older ones.
Deliverance counters sloppy when 2 survivors are injured minimum. At max stacks its around 15% stronger than Botany..... but Botany is a flat 33 at all times and even makes medkits heal even faster and last longer. Faster unhooking is nice, sure. But its not a game changer. Imo if you have to choose between the two Botany would win 10/10 times.
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@senki527 said:
why is there still the "difficulty level" of the different survivors characters shown? It makes absolutely zero sense and is only confusing new players. It should be removed honestly. All survivors have the same gameplay LOL. And defining difficulty level by just 3 perks makes also no sense.
Its clearly based around their perk playstyle. Adept David is going to be considerably harder than Adept Meg/Claudette.
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Maybe next time you can read the multiple press releases that all states unique Rift cosmetics would eventually be added to the store.
Stop acting like a fortnite child with your "OG" skins. No one cares.
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They are insanely dull.
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Defensive hags that will teleport, drop the chase and immediately reset and run back to a hook or something are incredibly dull.
She's quite strong and not too hard to play but shes so boring for both sides that no one plays her imo
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Fairly certain that got changed a long time ago and it now matchmakes parties off the lowest rank. I.e reds
When this happens to me its insanely obvious that the rank 15+ is brand new to the game
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It doesnt really matter because the same avg pallet count wil lspawn. It may just mean a L/T where there was once nothing. Which is desperately needed
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1822512#Comment_1822512
True. But if you think about it, DS doesn't really need to be used. Think of it more as reassurance and with unbreakable you can get away scott free. Most killers who are good slug the person who was recently unhooked because they assume they're running DS. Just the fear of it alone is enough you don't even have to run it if there is another obsession perk, and running this with unbreakable makes this situation tip in your favor. Also, I hope he figured out that Haddonfield was unbalanced lol.
Im actually all for permanent obssession perk or no. I see far, far too many killers exclusively tunnel through bt when theres no obssession. Even when someone else throws themselves in the way to try and stop it
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You can just listen to footsteps or breathing and easily track a survivor who blinds at a pallet. Flashlight blinds are already a time sink for the survivor and if they screw up they wasted significant gen time.
Also flashlights have been nerfed, many, many times in the past. Most people consider them the worst survivor item alongside maps nowadays.
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@Shirokinukatsukami said:
Just to play devil's advocate, I do gens with RBT on.
I think this is honestly the smart choice if the map isnt too large. The pigs strength is survivos unwillingness to potentially harm a teammate. She cant undo a completed gen.
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/1823984#Comment_1823984
Death slinger with monitor is just broken especially on indoor maps /areas with no vision. You have 0 chance of escaping a shot if the killer isn't a potato 🤷♂️
Indoor maps are just awful in general.
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Its really dependant on if your teammates know how to loop an M1 killer and do gens.
Whats shocking to me is people are still trying to remove Victor while being chased. Wasting time and slowing themselves down.
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@vacaman said:
Toxic, deathslinger with monitor and abuse. Pick one.
I wouldnt call that toxic. Just annoying. A ranged killer with a 16 m tr is pretty obnoxious
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It looks too empty for a junk yard. Also is the map stupidly dark for anyone else as killer but fine as Survivor?
Im actually playing more survivor rn just because I hate losing a survivor im looking directly at mid chase on these maps.
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@smartemarte said:
Every single match now, hex undying hex ruin and maybe you want to be extra toxic and use death slinger with monitor?
Spirit with strider maybe? Or maybe just go for a hag 3 gen camp.
Add this with the awful match making the game is becoming more stale than it ever has before, the above combo is just silly for some killers and even if it's "balanced" it's just makes for an awful game and the same thing over and over and over
I'm only still using it on Blight rn as I dont have corrupt or surge on him and I'm prioritising bp for other killers atm. But yeah its pretty boring. And its definitely boosting a few killers. I've seen a lot who panic the uf Undying goes first and just religously defend their ruin and lose or resort to panic camping.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1822429#Comment_1822429
This is not a skill based thing, more a "who has the best headset"
So not much change to current Spirit then?
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Considering half the rift cosmetics already are recolors.. Nah.
Honestly just let us complete old Rifts. Stop this anti consumer "oh you started late? Well say goodbye to ever getting these charms, etc". Paladins did it and it worked great.
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@INVALIDE said:
Guys, i know what I know it seems a little strong, but do not forget that the T3 still needs to be recruited and it lasts 60 seconds. I think that the movement speed and speed of breaking pallets is exactly what Michael needs. Firstly, it would be canonical, and secondly, he will no longer be fun for the survs, but a serious rival. Although what I'm talking about, there are more than half of the survivors playing with the decasive strike and deadhard while whining on the spirit and nurse.
It also doesn't give him any additional anti loop outside of a marginal vault speed boost and an easily countered lunge. It's outdated. He's a relic of simpler power design.
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@gatsby said:
When Spirit misses a swing coming out of her power, there's no extra fatigue or anything. She can just swing again. If Spirit was balanced like Legion, she'd lose all her remaining power meter and have a four second fatigue for missing.
They would probably have to make her even better at tracking in phase to do this. Nurse can have both LOS on the survivor and also the ability to correct her blink with a second. Legion has killer instinct telling them exact survivor locations.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822470#Comment_1822470
Yes, but when I play other weaker killers i.e Pig, Legion, or Myers, I do feel the pain. Not being able to do ######### while people get free saves is painful to watch.
Pig just crouch. Myers unless you're right by the hook BT won't trigger.
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@Heartbound said:
Borrowed Time used to be one use per trial but it protected both the rescuer and the hooked person. (ie if a hillbilly chain sawed the rescuer the rescuer would only go into proto-mending) Now that it's gone trading at the hook is more common. Unless my team is going down -that- quick I don't really rescue more than once or twice per trial usually. Kinda hard to imagine BT with a cooldown.
It wasn't single use. Back then I would say the perk was broken when it also affected unhookers. Now its perfectly fine.
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Borrowed time has probably been nerfed more than any other perk since I started playing. It's fine right now. Good infact. Not too strong. Not underpowered. Just good.
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I think I remember them saying that in regards to the hooking thing, they don't want the perks power to be controlled by another players actions (VERY rich considering how many killer perks are reliant on survivors triggering them).
I also imagine that they want to do it 'right' this time. The main problem with DS is that its a defensive perk that is considerably stronger when used aggressively.
Then theres the fact that DS has overtaken self-care over time as the "crutch" perk for a lot of survivors. Don't get me wrong, REALLY good survivors use DS because they know just how strong it is when used at the right time, but many, many bad survivors simply throw it on as they suck at chases and go down too fast too escape/let their team complete gens without it.
Simply hitting a DS and holding W in a straight line can add up to 25+ seconds of gen progression for each team member just because of the stun length, then the catchup length for M! killer, than the picking up and hooking.
If they nerfed it into a truly anti tunnel perk that can't be abused you'd probably have mass survivor hysteria and quitting.
It's been a controversial perk since day 1. It will always probably stay that way.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822185#Comment_1822185
Mobile killers are really the only ones who can use it to it's full potential. Like I said, you can wait until the killer is busy in a chase. Chances are they won't notice you on the totem, even if they do, they are unlikely to break chase just for that.
Besides, if you're going up against a good nurse or spirit, you're probably screwed anyway.
True on the Nurse and Spirit thing, they're very silly designed killers from a gameplay standpoint. I still feel the aura reading isn't needed. It's clearly only there as an excuse to have perk levels (something that should have gone the way of the dodo 2 years ago).
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I got hate for Calurophobia/Distressing Calm Doctor. Also for running surge once or twice.
Some people are iddiots. A killer raged at me for stealth juking with that Nancy walk speed perk the other day.
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@SilentHillOnDvD said:
When he is fully invisible he'll be like spirit where you can't tell what he's doing making his hit and run strategy very strong
On top of that if they make a windstorm addon basekit i honestly believe he'll have a decent chance against a good swf
Full invisibilty (at least all ranges) would be silly. It will also do nothing against players with ears, Wraiths ambient noises are incredibly loud and directional.
Windstorm should be basekit, he can counter some loops now with his uncloak lunge, his major problem is mobility.
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@druggedpug69 said:
Maybe it's my thousands of hours of experience but I find red rank killer to not be that difficult. Probably because I've been in red rank for a long time now. Everything starts to blend together and one match seems the same as the others.
It's mainly because both sides are way, way too easy to reach red ranks with. So there's tons of survivors boosted by SWF/bad killers and tons of killers boosted by said bad survivors. So even when you're a good killer the constant stream of bad survivors makes you bored/complacent. Then when you get an actually good survivor team it throws you off. More fun though.
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@Quiver said:
Just the title, i've got hundreds of hours in this game and i don't care if all survivors escape every now and then, but with literally the most used build and maining blight there are games i stand no chance. You could say i'm just not that good but really, survivors complain when you run super meta perks but if you change any of them you're just going to lose and get teabag. Killer isn't even fun anymore.
If you're losing as Blight with the current meta build you aren't playing well. It's that simple.
Personally, I would kill to get constant matches against good survivors. Last 2 or so months have just been green/purple ranks every game that throw themselves at hooks without BT and don't know what a pallet loop is.
So incredibly dull, I don't understand how some killers can enjoy VSing potatoes.
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Remove Evil within tier 1.
It has absolutely no excuse to still exist in 2020 DBD considering how fast matches are.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822157#Comment_1822157
How does it give pressure for free?
You have to push survivors off of the gens to get ruin to work. That means you, as the killer, have to create pressure to get any value off of ruin.
I guess I should have stated specifically for mobile killers.
See someone cleansing a totem on the otehr end of the map? Boom 6 seconds and you're on them and in a chase. I personally think the aura reading is just unnecessary. A decent Nurse or Spirit with a good gamer chair is pretty much unbeatable with ruin/undying. Their ability to down insanely fast and high mobility makes the aura reading simply too strong. I've already stopped using Ruin/Undying myself because its so boring to use.
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I agree with you. I use small game but the problem with said perk as a solo is you have no idea how many totems are left.
Ontop of that the additional aura reading can make high mobility killers that can drop a chase with no penalty and easily down in 10 seconds incredibly hard to defeat. Right now I think ruin/undying has sort of brought back the problem of old ruin in that it gives pressure for free.
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That'd make it a decent support perk.
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The Legion doesn't need a buff they need a complete rework. Their intended playstyle is still hilariously flawed.
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Yeah first they went back on exclusives now we've reached a point where a tradition has been made a timed exclusive. Weird
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damn son thats like 3 trapper sacks.
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@Yords said:
There are a few things you can use to figure this one out.
- Daily salt from survivors.
- You 3 or 4k.
- All generators were barely completed or weren't.
- The most important one: They say something like "such a boring killer to face YAAAWWWN".
- You get 3 kills or 4 on most games.
- More than one generator pops quickly but you immediately do what you can to slow them down (slug).
- You are smooth in a chase, smooth criminal kind of smooth. The smooth where you don't fall for mindgames and are quick to down survivors in a chase.
- You feel decently comfortable playing in the high ranks with weaker killers.
- You feel comfortable without using great perks.
Don't let those comments on your profile get to you
Feel free to add to the list.
I'd consider myself an experienced killer but not a top player by any means, I'm decent. I don't really have trouble outside of experienced SWF teams. I find the more physical skill killers like Nurse and Huntress rather boring so I don't really want to learn them. Except for blight he's dope.
Survivor I'm a semi decent looper but I often make silly mistakes or underrate lunge ranges.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1817201#Comment_1817201
Does the nurse not do that better? She can just say f u to all survivor strategies.
She can but shes considerably harder to play. Don't get me wrong, Nurse is stupid. But the devs seem to be okay with it as so few play her well.
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@SunderMun said:
...Have you not tried playing survivor with a controller? It's much easier to spin the killer with a controller.
I completely disagree. Even max sensitivity on controller is slower spinning than a quick mouse swipe.
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I was on console for 3 years so when I moved to PC I had to shelve sloppy butcher against console players.
For those that dont know perk notifications like Sloppy or NOED on console would freeze the game for a nearly full second. At least it did back when I left for PC at the Pyramid mid chapter. It's incredible how much they let down the PS4/XONE players in that regard. I can almost gaurantee they'll abandon optimisation patches for them completely
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@Bwsted said:
The shortage of killers is anecdotal. Queues vary throughout the day.
The game is unbalanced because Killer has a much higher skill cap than Survivor. You have to understand the macro-level map pressure, chase juggling and hook pressure. But also the micro-level interactions with 1v1 chase, map design and different perk interactions. Not to mention using the specific killer power, which can change drastically depending on who you're trying to learn.
Everything you mentioned needs to be understood by (good) survivors as well. Decision-making and awareness are core skills regardless of role, just as 1v1.
Survivors tend to team up with friends and play with voice chat.
SOURCE: you. Survivor is by default a solo role as well, you know?
and even if they don't, they have perks like Bond and using their eyes to see how other players succeed.
I just needed to use aura perks to become a pro survivor. I can't believe I've never thought about that. Eye-opening.
With Killer its either dive right in and learn the hard way from a repeated cycle of failures or do tons of video research on Killer to gain the knowledge from other people, either way you'll struggle much more. And spend much more time learning the basic and advanced knowledge for Killer than most Survivors will for their role.
That whole paragraph is extremely biased and unfounded. Learning players are in the same boat, regardless of the preferred role. And the resources to improve their gameplay are of the same kind.
Killers have a higher skill cap because there are many different powers. But you don't need to be a jack of all trades and you can simply focus on your favorites. That lowers the skill ceiling.
Being a (good) survivor has a big skill cap as well. This is not 2016-17 DbD anymore. Survivors too also face a variety of powers and they don't have the luxury of focusing on a particular killer to practice (unless KYF).
Proof is when killer mains like me try to play survivor and then they get decimated until they've practiced a ######### ton. If anyone thinks they can just clicky clicky their flashlight and instantly become the next Ussylis or Probbzzz or whomever, they're in for a rude awakening. They needed to use Bond alongside their flashlight (sorry, I couldn't resist).
Being bad at the game is easy, regardless of role. Being good at the game is hard, regardless of role. Again, this is not 2016-17 DbD anymore. And queues are not indicative of anything if the sample is not significant.
This, I would argue that about a third of the killer roster actually takes a decent amount of practise and time to learn. The vast majority of the killers (Mike, Ghostface, Trapper, Leatherface, Hag, Billy outside of curve Billy, Deathslinger, Spirit and of course Freddy) are all incredibly simple and can easily be mastered within a few days or maybe even hours.
Survivor as a whole scales with how good the killers is. I've definitely played against god loopers who are able to outplay my red staind mindgames every time just going off noises. I've been playing for a long time now and I still pale in comparison to some of the players I see who have been around since beta.
Also, theres only a shortage in peak times (which is when everyones home from work/college and is having fun with their friends). During the day I get fun red rank matches against good survivors. At night times I get instant matches with purple and green ranks that can't play for ######### and its incredibly boring and one sided.
One thing I will say, and I'm not trying to flame. I have 4x the time as killer than I do survivors. I do think killers tend to complain more, some get into the game by watching content creators who always make excuses for losing and tend to convinice themselves that they only lost because the game is unfair and in turn they go into the game with this mindset.
When survivors spent nearly 2 years with straight nerfs, they adapted, we don't even hear complaints about that anymore. Meanwhile one slight change to any killer for the worse (or just making them more fair/fun to actually play against) its the end of the world. It's exhausting.
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@Olokun said:
https://forum.deadbydaylight.com/en/discussion/comment/1816817#Comment_1816817
found 2 good player tonight just learn her . she is nice as slug and camp
If that's the ideal way to play the killer I don't think thats going to convince anyone. That's by far the most boring way to play dbd.
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I was hoping old freddy would remain as an addon but alas. To be fair 98% of people would still stick with new Freddy. He's a free BP/win generator. They'd play one game as old freddy, get their asses handed to them and switch back.
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@Bard said:
- Almost all of his add-ons are complete and utter dogshit, either doing nothing appreciable or being actively detrimental.
- No, "Forever Freddy" is not OP. Even with the rest of his add-ons being as awful as they are, it's only second place (double teleport CD is better). It's a TWELVE PERCENT SLOW at its maximum potential, is usually gonna be a whole lot WORSE than that due to people being awake, and it does NOTHING in the early game, when a killer can lose three gens for one chase even IF they end it in 30 seconds.
- So what if he counters BT? One favorable interaction with survivor perks does not a strong killer make. Hell, the interaction isn't even entirely favorable; if somebody does manage to trigger it, smacking the unhooked survivor doesn't put them to sleep. Why? Because it was a solution they added back when BT's timer progressed outside the terror radius, and they just forgot to revert it when they fixed the underlying problem. Also, there are a ton of other perk interactions that balance out BT by interacting terrible with Freddy. The most obvious one is Object of Obsession, but there's also a ton of killer perks that Freddy can't use (infectious being the main one, but also any kind of stealth perk).
- At the start of the game, when killers are most vulnerable to losing gens with no recourse, Freddy literally has no power. Snares do nothing since nobody's awake, Projection is on CD, and you have completely normal stats (no, survivors misjudging your lunge due to your height is not a power),
- "OH MY GOD HE CAN CROSS THE MAP INSTANTLY THAT'S SO OP"... is what I would say if I was an idiot. Freddy can only teleport once every 45 seconds (a bit more frequently due to sleep reducing the CD, but it's still lengthy). It starts off on CD, so it's worthless at the beginning of the game (when you most need to cross the map) and can only target incomplete generators, meaning that not only is it not useful in chase 95% of the time, but it gets less and less useful as gens get done, until the end game where it's literally unusable.
- Snares are REALLY EASY to use, but they aren't that good. People like to call him a better Clown, and you're not entirely wrong there since the unlimited ammo is very good if you've been playing the same tile for a while already, but honestly there are a LOT of situations where Clown is outright stronger than Freddy, because Bottles can be used actively to catch up with a survivor the first time at a loop or in the open, where Snares are completely useless in those situations, since you need to spam them so much that you can't exactly have a bunch of them in 300 IQ spots to catch people in transit. Also, again, they're completely useless until survivors fall asleep, meaning they're completely useless for the first stages of the game.
I ain't saying he doesn't need changes; he's way too easy and boring as hell even when you're winning.
That said, changes shouldn't be aimed at making Freddy weaker; they should be aimed at raising his skill ceiling and removing the ability to play Freddy while simultaneously doing your taxes, wrapping Christmas presents, and making a quiche.
This is the problem imo. Pressure for free with passive sleeping (more with add ons), easily spammable snares, INSANE perk synergy (this is honestly the big one imo).
I've said this before but I mained old Freddy for close to two years, I dropped rework freddy after two weeks. He was stronger, yes. But his skill ceiling did not raise at all and I found him incredibly boring to play.
His uniqueness in the dream world visuals was also almost completely removed.
Old Freddy had no real power so his power was entirely in how knowledgable you were about when to drop chases, go for hooks, or find 3 survivors together and sleep them all whilst healthy to force regression or them wasting time.
New Freddy is the same basic M1 killer gameplay wise with an absolute shedload of additional utility and all the actual micro management aspects removed. You don't have to try or care about if survivors are in the dream. Because passive sleeping is so oppresive they almost always are. There's no brains with new freddy.
Throw on 1 or 2 gen/stalling perks, find a survivor, if they make it to a loop spam snares as setup is for low tiers. Hook them and tele to a gen, use pop and immediately get into another chase, rinse + repeat.
Old freddy was a true test of skill in your gen management and M1 chasing abilities, new Freddy is a true test of how many slowdown perks and addons you can use and win purely by attrition because no one is having fun (not even you) and the survivors just give up
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1817185#Comment_1817185
The hatch exists because the game is poorly designed. But, because the game is poorly designed, the hatch has to exist. Extra chances for the last survivor to escape have to exist. To remove those, the core gameplay would have to be seriously reworked.
Exactly. Without hatch you'd just have people try to time the killer out into quitting. With it we had hatch standoffs. Killers wanted the hatch closed so they got it.
With the hatch closed we're back to square one so some other mechanic must exist. We got EGC. Now we have more complaints.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1817170#Comment_1817170
But... then what would the survivor do? They'd have no goal. If the survivor isn't going to one of the exit gates to attempt to open it, then how will the killer find them? Should the final survivor's feet just be glued to the ground and their aura shown to the killer upon closure of the hatch? Or are killers going to have to search the map for an hour for an immersed survivor?, because I do not want to go back to those dark ages.
Its the same "hatch shouldnt exist REEEE" mentality of old.