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@Retromind said:
Anyone else ? Seeing the Survivor mains screeching bloodlust was an old and unnecessary mechanic to help newbie killers to catch up and get on an equal footing due to unbalanced map designs, I feel like it's about time BHVR gathered some data about absence of these "second-chance" perks.
Singling perks out will just cause frustration and arguaments. Especially with the fact that you didn't include any killer perks. Better to do a no perk weeked. Better yet
If they have multiple different versions of reworks of perks in the pipeline why not do the TF2 beta thing and just let us play with them for a weekend or so and see which ones are too weak or too strong?
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@notlonely said:
Just as I see a new wave of users trying to motivate survivors to play stealthy, the game doesn't at all.
Even though I'm not a P3 Claudette main, I still enjoy playing in a stealthy way using perks as Calm Spirit, Iron Will, Fixated and Lightweight. When I was in lower ranks, I even managed to survive some games without even getting chased once. Problem? Playing stealthy implies you need to move unnoticed (unless you're going against Nurse). Many times moving to the corners of the map is useful while the killer looks for you near the generator. If you evade the killer once, or maybe twice, they will start to look much more closer. Although you do waste their time, you actually barely get any points if you're not being chased.
For example, a few days ago I was attempting Adept Zarina. The Bubba I went against wasn't really a pro gamer, and he fell for my Red Herring tricks every time, and I managed to only get chased once. What followed me getting the achievement was a depip, because the game can't know if I actually do anything to the killer. Same thing happened to me a couple times back when I was an Urban Evasion gamer.
In conclusion; the game doesn't actually reward stealth, at least less far than a succesful chase. Not to also count the mANY salty killers that just outright call people with this types of playstyles scaredycats. Stealth is viable, but it won't be anyone's main strategy without the support of many people.
Devs have been nerfing stealth for a long time. Their reasoning is that they want the main aspect of the game to be chases and "meaningful interaction" between survivors killers which stealth technically isn't (even though they made Spirit wheres the interaction there lololol).
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1768129#Comment_1768129
They already have. And no items. It was an experiment you had to sign up for and play separately, like a PTB, and play a min of 20 matches.
Yeah I wasn't on PC at the time so wasn't able to make it in. Would be cool though. Might open up some eyes to imbalances for both sides and make discussions better. Or it could just do what we've seen here this weekend.
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@RoboMojo said:
Is it really that important to win? I mean I get it, it feels good to get that 4K or have a flawless 4 man escape but c'mon, winning isn't that important. Like what, if you don't get that 4K are the Devs gonna shoot your mom or something? Otherwise I don't understand why you care THAT much about winning. Was it really necessary to slug that baby dweet until he bled out so that you could get your 4K? Probably not, lol. I mean there comes a point where trying to win becomes a chore. No one could enjoy slugging the third person and searching for two minutes to find the 4th and meanwhile as survivor, doing all the gens in three minutes and escaping without even so much as seeing the killer couldn't possibly be fun right? Prioritizing winning over fun makes every loss sting that bit more and every win feeling kind of shallow if the majority of the match was boring. Am I missing some secret thrill to sweating or something? It sounds more stressful then fun to me.
Eh. I'd be lying if I said the majority of my killer matches didn't end in a 4K/3K hatch escape but 9/10 times thats just because the team wasn't very good, or had one major weak link that let them all down. I really don't enjoy one sided matches no matter what side I'm playing.
My favorite matches are the close ones against a good team (read "good" not sweat squad SWF) where I maybe get my second kill as the last gen is being done. Those are the most satisfying and really get my adrenaline going.
I dislike getting stomped into the ground by an obvious 3/4 man SWF that are mysteriously organised with their altruism plays or hiding out the duration of certian powers/perks. Getting stomped by a god looper squad feels terrible when you decided to bite the bullet and play a Low tier or just about mid tier killer. It's a shame that so many killers power can be outright negated by an organised SWF as it really does make you feel impotent as killer.
That said, I try not to get too tilted because.... its not like I paid into the match at all? Losing sucks sure, but its not like I'm actually losing anything. Rank means nothing to a degree, and unless you used BPS or something (which means I'm using good add ons) its not the end of the world. I will admit, I got so tilted by a SWF today that I DCed for the first time as killer (barring DCs to hawkins because ######### that map) out of frustration this weekend.
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Honestly I hope they do a no perks weekend or something.
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@Soulslayer618 said:
crossplay - garbage console players that throw the game all the damn time leading killer and otherwise trolling. why not turn it off oh okay lets make the already 10-20 minute wait times longer because I dont get matched with anyone
Troll players and toxic responses - same vein as the people throwing the game but they try to drag everyone down with them, ######### WHY? you gotta try to troll the killer you fail and go down so your swf friends just all go down trying to instafarm you and Im stuck on the side watching everyone die. I try to save and get 2 people but when you do it AGAIN its my fault we all died even the killer thinks so. ######### WAS I SUPPOSED TO DO? or how about when this exact thing happens and the troll that caused it all gets the hatch outta mercy from the killer? how is that fair to ANYONE ELSE?
Play with your friends so you dont have these problems - my friends dont like playing with me cause Im red rank and at best theyre green. the sheer toxicity and playstyles of certain people at high ranks is a huge turn off to inexperienced players and I dont blame them WE ARE TOXIC (yes me too Im a hypocrite and Idk how to stop)
well play killer then - yes and deal with trolls that play like ######### wannabe sweat squads that play the game in the most boring way possible or otherwise just get looped for eternity because (and listen close to this one) I SUCK AT PLAYING KILLER AND ITS NOT FUN
I know Im not the only one that deals with these things but I dont know any of those people and I dont have good coping mechanisms so here you go, this months complaints and sadness wrapped up nice and neat for you
on the upside when I do get a good game its fantastic even when I die I have a great time. I just wish they werent so few and far between
Since I moved to PC I turned off cross play for a while and still get clueless morons urban evading around the map in red rank games. Searching basement chests while a killer with BBQ hooks a teammate on the other end of the map, etc
I'm ok with no winning. You can't expect to win every game. I just wish my teammates tried sometimes. It feels like all the good survivors are in full teams nowadays and I get stuck with the potatoes because I have problems with playing in SWF. I think it makes the game too easy and removes the tension.
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@Raptorrotas said:
"I dont like [Nr. 1 Killer name here], nerf them." - Thus they get nerfed.
"Waaaaaah Enduring counters DS.", dont worry chum, it got nerfed.
Ruin too hard, boom nerfed.
" We ######### failed at doing gens", dont worry pal, have a more easily accessible hatch.
Pot, kettle.
I sometimes forget about that Enduring "rework" and realise the devs would have never heard complaints about DS again if they just didn't make that change.
Enduring went from a pretty decent perk to run as 1 of 4. Now its exclusively good with Spirit Fury. Which is weird as they said they want perks to be less dependant on one another.
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@CustomerService said:
Those who are crying because they can’t Bloodlust around one miserable pallet *during a weekend*, have this kind of mindset:
“I don’t like windows, block them”
“I don’t like exhaustion perks, nerf them”
”I don’t like areas with options to loop, make dead zones”
“I don’t like generators speed, make ruin base kit”
“I don’t like they might escape after repairing, make NOED base kit”
” I don’t like to mind game a pallet, make them all like the red forest temple basement pallets”
”I don’t like learning curves, make all killers like Spirit and Freddy”
“I don’t like SWF, remove it”
“I don’t like a kill rate of 80%, 1 person gets away from time to time, nerf them”
The question I have to these people is, why?
Have you considered trying an offline game and play against the computer? then use some cheats and make sure you always win no matter what.
Could we stop demanding the game holds our hand throughout every situation and consider maybe it’s a you problem?
Literally never heard anyone say Ruin or Noed should be basekit in all the time I've played this game.
The devs added entity blockers because they didn't want to actually fix the bad map design.
Most killers agree that Freddy was overbuffed and Spirit takes minimal skill or experience to earn easy wins. Infact I hear a lot of experienced killers call her the worst designed killer in DBD.
Exhaustion has been nerfed enough times. I don't see anyone saying they're unfair. The only one people have gripes with is Dead hard as it can act as a reusable health state.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767732#Comment_1767732
I would love to play the same game as you then. Literally all my matches I got paired with ranks 16s and 9s and they were all 3 or 4K. In one of them 2 of my teammates got downed instantly even when I flash light saves both of them. Went down instantly again and put out of the game with 3 gens left. I ran around the killer (doctor) for 2 gens and 90% of the third. I was hit on the hook form first state to struggle, then when the Nea opened the gate I let go and she escaped.
Those are my games. We must be playing entirely different ones.
Thats the solo survivor paradox. If you play solo you aren't getting the actually good players who are in a 4 man SWF on your team.
I'm considering finding a team myself after not really playing SWf at all in 2 or so years
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1766789#Comment_1766789
Infinites don’t exist anymore.
Go play the basement Badham/Haddonfield house against a good looper without Bloodlust or an chase power and say that again.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767715#Comment_1767715
Honestly, if you can only do well with Spirit or Freddy, it’s a you problem.
Not my point. I do well with most of the top/mid tiers, when I'm not against a 3/4 man sweat squad all using Meta perks. My favorite matches are a good solo 4 man team as they feel the most balanced. Freddy and Spirit are the only killers I (somwhat) enjoy to play that can reliablly down fast and pressure the map. I do extremely well with Blight and am decent with Huntress though I find her rather boring.
My point is that for this experiment its obvious that a lot of survivors are going out of their way to troll killer be it with stacking BNPs or bringing stypics every game. Therefore I'm throwing my rules aside and picking up (what I believe) to be the 2 most annoying killers to play against. I've had a lot of toxicity in the endgame chat too.
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@boboca said:
Main killers moring people on 1st hook, I understand your frustration about the bloodlust experiment, but using a mori will not help, it will float 4k statistics during the weekend and the shot will backfire (in your face)
I'm frutstrated that the devs are telling me not to play the fun but weaker killers in red ranks anymore. I always have played "fair" don't tunnel or go out of my way to kill one survivor straight off. Don't use moris outside of final hook for a rift challenge, etc
With this bloodlust experiment I've started playing Spirit and Freddy again. Even Doctor is now impotent on most loops because it turns out BL1 is what made it worthwhile to slow for the pallet/vault stun. Bad decision devs.
You need to buff the entire killer roster outside of meta killers if you even consider removing BL1
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@FFirebrandd said:
I disagree.
I've been playing quite a bit of killer today. With one exception, the only times I've really wished Bloodlust wasn't off was when, after a pallet drop or hit, the Survivor would just start holding W and beeline their way across the map. This was in spite of playing quite a few matches as killers that one might expect would miss Bloodlust quite a bit. Legion, Pig, Demo, and Trapper specifically. Last I checked, a survivor just holding W across the map is not particularly skillful but as those 4 killers... I don't exactly have any way to counter that either. Bloodlust was never a perfect solution to that problem but it was capable of helping.
The one exception I mentioned earlier was a game I had as Trapper where... I don't know how they did it but almost none of my traps stayed active for more than like... 15 seconds. I didn't see an OoO gamer or anything... but I was basically completely unable to get anything out of my power, basically leaving me as a basic M1 killer. The fact that this can happen to Trapper and will also be possible to do against The Twins for 45s when they come out makes me think that Tier 1 Bloodlust should still exist.
I will say though that Deathslinger and Blight do not miss Bloodlust. They're powers give them enough range/mobility that they don't need it.
If more people saw the math of how much time a pallet stun/DS stun into hold W a survivor can waste more people would have a problem with match speeds.
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@duhffee said:
I've been seeing a lot of killer mains posting their annoyance about the lack of bloodlust this weekend and I only have one thing to say about that:
If you are experiencing survivors escaping more often this weekend and feel no bloodlust is the issue, you're finally seeing the skill-gap those particular survivors have compared to you.
Bloodlust is the equivalent of throwing GTA V's catch-up feature from races into a proper Forza race. It's a subtle crutch that gives killers an edge they wouldn't normally have, even when they're already faster.
If a survivor is getting away more, then they are ultimately outplaying you. There will always be small outliers, but claiming bloodlust is the difference maker is not a reasonable excuse.
Thank you for coming to my Ted Talk
Nah. At first it didn't make much of a difference to me but I've been getting more and more sweat squads the last ew fhours and it has made anyone below Blight/Freddy/Spirit outright unplayable against good players
Seriously, I don't think many people realise just how much the lower tier killers NEED BL1. 2 and 3 are irrelevant as they exist to just remove any skill whatosever.
If the survivor is getting away more its because they have a higher skill ceiling. What in christs name am I supposed to do against an L/T wall with a no LOS breaker pallet loop on either side as Micheal? I can't because micheal is limited by his power. Meanwhile Spirit/Nurse/Huntress/Blight/Hag have a multitude of ways to handle this. My only option is to throw on a band aid perk like Bamboozle. But I already have 2 band aid perks on.
Remove 2 and 3. Keep one. If you remove BL1 than over half the killer roster will need absolutely MASSIVE chase buffs to make them playable against a half decent looper.
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@Kbot22 said:
I'm assuming this was on suffo pit? You really can't get mad at that map because the middle has basically everything for survivors to work with and you can do the 3 gen strat very easily on that map. Plus I seriously doubt 2 lt walls can loop a good killer for a long amount of time even when chained together.
This has happened to me on a multitude of Macmillan maps. But Suffocation pit is definitely one of the worst for this.
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If it was lunge speed and distance it could be good be passable. But the fact that its dependant on gens meaning 5 uses max. And it doesn't count if you miss. means its awful
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1767378#Comment_1767378
Was it on pc only? I don't remember this at all.
It was a closed opt-in thing on PC only. It was a while back now. I don't think anything public ever came of it.
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@TheClownIsKing said:
Both of these perks are divisive, with many viewing these as bad perks. Most of those feelings stem from the fact that so many use these perks purely on their own.
This a poor way to use these perks. They’re meant to be “insurance” for in the event a toolbox or med kit runs out of charges.
Saboteur: this perk should be used with a tool box. If your prerogative is to regularly try and save carried team mates by sabotaging hooks, you should simply be using Saboteur to take advantage of the aura reading, but use your tool box to perform the sabotage. That Saboteur allows you to sabotage a hook without a tool box is simply “insurance” in the event your tool box runs out of charges mid sabotage.
Self Care: bare minimum is that if you’re going to run Self Care, you should always be taking a med kit too so that you’re able to get an additional 20% of usage out of the med kit charges. Exactly the same as I explained with Saboteur, Self Care’s ability to allow self heal without a med kit is meant to be insurance in the event your med kit runs out of charges mid heal. Much more ideal is that Self Care really ought to be paired with Botany Knowledge and a Med Kit. This way a balance is struck between having a perk that is useful to your team, allowing you to heal yourself or teammates quickly, and get a whopping extra 53% of extra use out of your Med Kit charges when using med kits to heal yourself.
Summary: when using either of these perks without the complimentary and relevant item, you are simply hurting yourself and your team.
I think needing a toolbox for sabo is very map dependant. On the larger maps if you manage to hide yourself or hide behind the hook until they are close enough you can either force a drop or get a save if they try to recover from it.
On smaller maps with similar hook amounts nothing short of a double stacks sabo speed toolbox and breakout will help you. Dead Dawg is a good example as 3 or 4 hooks can spawn within 8M of the main building.
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@OldHunterLight said:
Without bloodlust I've been having an extra experiment, perkless on most killers(except trapper and wraith) most matches end up in 2-3k which for me is a tie(2k) and 3k is a win.
So I think this would also help the mmr for everyone, it would no longer be outperked, it will be outskilled.
I've been having to play more scummy but it is what it is for the extra test.
Who would be in favor of removing perks for the weekend?
I would like this. They did a closed experiment for this a while back.
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I don't see actually good Huntress players use them. It's just the ones who will BL you until they're close enough for an unavoidable one. Like the Clowns instadown. Never seen a Clown who actually knows how to use area denial use it.
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@Mushy_Peas said:
I'm gonna be obnoxious here while still adhering to some form of standards: Doctor with Vile Purge. (Would have said Freddy with VP, but I'm not THAT sweaty)
Between Static Blast, fake pallets, sickness damage and Corrupt Purge, I'm hoping to just keep harassing people long enough to stress them out and force them to make a lot of mistakes. And if that doesn't work out, I'll swap out Vile Purge for some real chase power and take Yamaoka's Wrath instead.
Or I could just use the filth my brother suggested. Ghost Face with hatchets.
So Killers, what ridiculous combinations of powers are you taking into trials to torture your fellow players? Do keep in mind the 2nd power replaces all perks, and you may only take add-ons for the first power, not the second.
Inb4 someone says Trapper with Blackened Catalyst.
Freddy now has a chainsaw
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@danielmaster87 said:
How Camaraderie should work is the reverse of what we have now. If I have the perk equipped, my hooked teammate's timer should be the one paused. That's a surer way that it won't get wasted because right now only SWF can make use of this perk effectively.
I feel like that would be worse. There's very few survivors willing to run perks that don't directly benefit themselves.
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I had a pretty bad time with Micheal across a few matches today even with chase perks like Bamboozle. I already thought Mike was outdated at mid-high level play but I had a real hard time at some pallet loops where mindgames weren't an option.
Rest of the day I played Doc and Demo and had no major problems. Even with some tough teams.
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@Foohy said:
https://forum.deadbydaylight.com/en/discussion/comment/1765955#Comment_1765955
All you have to do is 99 the gates with the killer carrying someone to a hook 5m away from you while you're in a dead end exit gate room.
Sorry if my casual brain didn't think of Blood Warden after such a tense game with escape almost withing my grasp and found it to be a ######### play after doing so well on the dumbest map in existence.
Guess I'll just dodge Midwich from now on.
You could literally just wait for the second the hook procs and be able to open the gate and get out. I do this often.
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@Foohy said:
I was surprised and excited that we even managed to do more than 3 gens on Midwich, let alone open the exit gates, and then this scummy perk comes into play. The idea of it can be fine, but the duration is just bullshit.
######### killer? No worries, just slug someone and here's a get out of jail free card.
Whoever designed this perk must get bullied a lot.
Maybe just leave when you had the chance?
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1765180#Comment_1765180
Trapper is literally one of the most bloodlust reliant killers because he HAS to be able to threaten with M1 to force survivors onto more and more geometry in order to hope to drive them into your nest. If your opponent can just loop you indefinitely on a car his power is functionally worthless because they will never go to your nest.
In addition, your nest is extremely low value in high ranks due to the simple fact that it takes a survivor a shorter amount of time to disarm your trap than for you to move it into position and set it up, and there are four survivors. If the survivors are remotely coordinated your traps on the ground will routinely be disarmed if they are in important locations, and if you try to punish this well... your now looping in a very safe zone without bloodlust or traps as trapper. If you try to set up the trap, they just leave and end the chase, you wasted that time, a gen popped, and if you leave they just come back and pop the trap.
At high ranks, trapper is far more 'lockdown' than 'anti-loop' and is basically a worse version of hag as a result. He has all of the downsides of hag, but worse because he needs to move his traps around and because survivors can pressure your traps, in exchange for the ability to play as a standard M1 killer and for the ability for his traps to 'instadown' in theory.
If most of your kills as trapper are coming from traps, your purple rank at best. If your LITERALLY NEVER letting a chase run for 15 seconds, that means your probably at green or even tan. 15 seconds of chase is literally FORCED to happen if you ever M1 a survivor while they are healthy, because survivors 'reset' to 16 meters away, and then you gain .6 meters per second vs a survivor, meaning that gap takes 20 seconds to close over open ground. Are you seriously saying as trapper you NEVER M1 a healthy survivor, and then finish them while they are injured without a trap? I literally don't believe you, at least SOME of the time if survivors are that bad they are going to run away in a straight line.
Obviously that straightaway run isn't a run where bloodlust is useful at all because it doesn't even end the chase .1 seconds sooner, but it seriously sounds like your imagining some fantasy land where survivors aren't going to disarm your traps or keep track of your nest and just not loop there. When I R1 trapper, its a 'good' game I feel like I will almost certainly win when I can get 2 downs with a trap.
...so do you just not trap around gens? You just trap random loops? Your 'nest' in this situation is the surrounding area of 3-4 close by gens. Sooner or later (if you control your area well) the survivors have no choice but to enter your nest against their will. Trapper isn't and has never been reliant on Bloodlust, if you actually play to his strengths and aren't one of those "ooh ima run around the map and drop a trap mid chase"
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@Sandt21 said:
1) "After the equivalent of two survivors working together to finish a gen, we'll be gracious enough to let you have Victor back." Oh, how INCREDIBLY kind of you, devs! That addresses EVERY SINGLE ISSUE we had with survivors taking Victor hostage and turning Charlotte into a M1 killer! (Sarcasm)
2) you actually found a way to make Coup De Grace worse then it was. I’m not even mad, that’s just downright impressive.
3) the locker counter wont be ready at release. So, if it’s not ready yet, it needs more time, and without that counter the Twins will be the undisputed weakest killer in the game from the get go, then why do you still plan to release the chapter on schedule? Why not push it back??
Mini rant over. Carry on
The locker counter thing being somehow unexpected blows my mind. The fact that they didn't factor that in during the initial design just amazes me. Who is making these balance decisions? People figured that out in 30 minutes on the PTB.
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@stvnhthr said:
I don't think a killer should be able to totally disable a survivor perk. That is unfair and unbalanced. If I get Deliverance charged and then sent to the prison rack thingie I should be able to use Deliverance to escape, if not then the rack thingie does not count as a first hook and the next time I get hooked on a traditional hook then I should get to use Deliverance. As is now ol' Conehead can totally disable any benefit of running Deliverance. The key to a good game is balance and it seems over and over again Killers get some sort of new add-on, ability, or perk which totally disables a players perk; no balance.
It's kind of his gimmick. Even without his projectile people would pick Pyramid simply because of their hatred of certain survivor perks.
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If theres ever a positive balance change that makes the game more fun to play, just assume it was a mistake.
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If that locker thing isn't included in some way for launch, even with placeholder animations or sounds. This killer will be practically unplayable. I expect to see even less of her in her launch week than I did Demogorgon.
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Honestly I've never been sure if I'm supposed to be wiggling left or right or trying to hard veer one way into an object.
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@Zani22 said:
Can one some see how pallet freddy interacts with power struggle.
I'll need both prospectives of possible I wondnt ask this but it seems no one thought to test pallet freddy against power struggle.
I'd imagine the survivor using the perk in that situation isn't what stuns, its the pallet itself. Not just stunning and then dropping the pallet to make things more fair. So the survivor will most likely be able to trigger the pallet drop, but a fake pallet would explode just like always.
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I think this could be the answer tbh.
Bloodlust one allows the killer to have a chance at ending a strong loop quicker than 2 or 3 more rotations, and is a godsend for weaker M1 killers. BL2 and 3 are a problem because they allow the killer to play dumb and just brute force a pallet, removing any back and forth or mindgame/skill for either side.
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@kermit_snacc_choke said:
Before the twins, we had blight, and blights add ons are all quite good apart from the meme adrenaline vial add on.
seriously he can break pallets with his power and be stunned for 1.5 seconds as an ultra rare add on, or be completely undetectable whilst rushing around the map.
But with the twins, their ultra rares are absolutely... questionable :). Being exposed for 12 seconds? That's less than bloody iron maiden... And the undectable status effect for 12 seconds is not great considering it takes around 3 seconds to wake from the dormant state as charlotte, then you only have 9 seconds of undectable. And blindness for 15 seconds when removing Victor and hemorrhage until fully healed? Come on there must be better add ons in mind than that...
And a locker counters their power completely and the recent changes they announced to the twins where Charlotte can recall victor after 45 SECONDS! it simply just isn't good enough. Yay for the locker changes where Victor can trap them inside the locker for a bit of time until they break free.
But it's so annoying how one killer can get such good add ons and a decent basekit power I.e. Blight. But then you get instances like the twins where add ons do the bare minimum at the very best, and their basekit power doesn't really do much (if it remains like this of course)
Blight is the only recent killer that comes to mind with actually decent Ultra Rares. In fact, most of his add ons are great.
Slinger only really had reload add ons going for him and maybe the chain durability ones. And Pyramid? Range I guess. Most of his are hilariously bad and encourage you to actually play worse to get their effects.
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Myers is definitely one of the few killers who I think will truly suffer because of this. His stealth isn't as good as other stealth killers due to being unable to control when he is undetectable. He has no anti-loop like Pig and to an extent Wraith (mainly add on dependant), his EW3 does have the lunge but is timed and more limited than Ghostface meaning survivors can easily wait it out.
I was very disappointed with the recent stream where the devs said Micheal is in a good place. He's long overdue for a power rework or a removal of EW1 in its entirety to give him at least baseline map pressure.
The best advice I can give about loops with Micheal is throw on Enduring and Spirit Fury. The upper limit to what you can do with Micheal is pretty much the bare minimum of other M1 killers due to his power not really adding any extra utility outside of a timed lunge.
Bamboozle is also good for tiles like the God Bus which are nigh uncounterable with an M1 killer.
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@PNgamer said:
Hello,
question: I wasnt on the PTB cause to many work and stuff like that. But what i hear and saw on streams, here on forums ect. The twins is the weakest killer of all time. So is it good to buy the new DLC soon or not ? What do you think ?
Greetings
This may be the first time I'll hold off buying a killer day 1. I've always said that fun killers are more important to me than strong killers.
But The Twins are so absurdly weak and unfinished that it actually hampered my enjoyment playing them and I feel like I'd be throwing cash into a void. I'll wait until some time after launch where they are actually playable.
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@dezzmont said:
It depends on if they bring back Bloodlust 1 in this hypothetical where they 'remove' bloodlust. Without 1, I would say Trapper, Pig, Myers, and Preemptively the Twins are in serious trouble, as they lack real tools to handle good survivors tracking them, clearing the pseudo infinite and infinite spots ahead of time, and just refusing to participate in chases outside of those areas while uninjured. Demo and Blight might suffer a bit too. Weirdly Hillbilly probably goes away too, he isn't actually an anti-looper per-say and his power is useless in the scenarios BL1 prevents
With 1, we would still have ever killer being pretty viable, but the lack of Bloodlust 2 would make closing out chases once the game is winnowing down and your willing to hard commit to safe loops suck. Still, I don't think there are any literal BL1 infinites in the game.
Weirdly, a lot of currently 'low tier' killers probably would be ok? Legion, for example can preemptively injure in ways that make some loops not work as well and can start chases very fast in ways that may prevent people from reaching the loop. Wraith for a similar reason (though its a 50/50 on him).
https://forum.deadbydaylight.com/en/discussion/comment/1764929#Comment_1764929
Every killer besides Nurse, Huntress, and Spirit needs bloodlust 1 to be played efficiently. A trapper who can't get to 1 can be infinite or pseudo infinited if you didn't pre-trap the loop. If you did, they can disarm it before the chase starts, and if you try to reset it or place it during the chase they can just peel off to another loop.
Trapper is absolutely not an anti-loop killer at high ranks, which is sort of the core problem with his identity at the moment and why he is so low tier (and I say this as someone who loves playing him at R1). The counterplay to his traps as a loop-breaking tool are too extreme, and that is why he needs to be played as sort of an M1+weird zoner/detection hybrid.
If you're chasing outside of your trap nest as Trapper you're playing him wrong. He's area control. If you've effectively set up and don't get baited out of your nest BL shouldn't even be able to proc as the survivor should have stepped in a trap by then.
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That's a pretty short loop and if you didn't attempt mindgames on a loop without LOS breaker (no one with more than a couple hundred hours on survivor will go down due to this outside of a laggy lunge) you could have forced him into the pallet drop a lot sooner.
The basement house is broken, we all knew this, the devs knew this, they added a breakable wall but removed a pallet so its pretty much the same.
That entire section at that fence with the vault in the middle was you making things much harder for yourself.
A lot of mistakes here. Not to say its all on you. Some of those tiles were very strong in the hands of a good survivor. But you definitely lost time going for mindgames that were doomed to fail against a 3rd person camera.
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I've just been playing anti-loop killers like Clown and Doc. No real change but a lot of bad matchmaking skewing my views
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Corrupt intervention, I'm all ears, mindbreaker, stbfl
thats my build. Pretty fun.
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EAsy pressure for you. If they're walking everywhere thats free map pressure. If they aren't then they have no upper hand in the chase. Throw on mindbreaker and laugh yourself into a coma.
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Not even remotely surprised about the god bus. Called that for a reason. Corner hook on shack is actual awful and has lost me chases.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1763865#Comment_1763865
Unless Victor latches onto an OoO
Well even with the change that shows you their aura after a certain amount of time. You either have no power, recall Victor and gain nothing in the long term, or chase them as a no power M1 killer.
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I wouldn't call myself a 'good' killer. At least decent. that said I don't play Nurse, didn't have the patience. And I don't enjoy killers like Huntress/Slinger or Spirit (used to play her a bunch but got bored).
I stick mainly to mid tiers and do OK. The only teams that really give me trouble are organised SWF that know when to do gens. Don't double hook, etc. Try to play fair but also to win and not be a pushover.
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@[Deleted User] said:
Then maybe you should make your own game
Not to defend OPs rather silly post but this is the dumbest response I've seen in a long time.
"Oh, you thought Kanye's new album was bad? Well lets see YOU create a Christian rap album"
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@Unseen_Force said:
Because this game is fun and suspenseful for survivors and a sweat fest for killers, its best to avoid playing this weekend if the temporary changes make you feel uncomfortable.
Most survivors, if not all of them, know that there is a test this weekend that benefits them directly, while negatively affecting all killers. Because of this, you will run into a higher amount of swf groups burning the largest map offerings that they have. There is also alot of talk here that if you dont play this weekend, "you were never a good killer", which unfortunately adds further unfavorable discussions.
Will they use the data they get this weekend to buff weaker killers? Maybe. But we all know their track record. Just remember, there are other games to play, and the change is only for this weekend.
Have fun.
I'm playing. I'd like to play a decent team but all I;m getting right now are purple/green ranks despite being rank 2. Trying to have fun and play Doctor but its hard to have fun when I can't properly utilise my power because these survivors cant loop to save their lives.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1763296#Comment_1763296
Reminder that they thought gearhead was too strong in its PTB state and the active timer was reduced by 10 seconds. Coup de grace must have looked game breaking to them in comparison.
Gearhead absolutely mystifies me. The thought that they even considered that perk a threat is incredible.
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@supersonic853 said:
"The aura being revealed will actually make victor threatening to keep on"...what's the threat though...its 45 seconds and aura reading. Good survivors can still loop and hold him and if you recall him then you still wasted 45 seconds as a m1. So i mean...
Exactly, still no penalty to movement or looping. Oblivious/Blindness is worthless if you just simply pay attention.
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@Robotfangirl67 said:
From what I read about the new changes in the new chapter seem interesting and maybe fun. But anyway what do any of you think?
I think The Twins changes are the absolute bare minimum of changes needed to make them a threat. Victor still seems like he will likely be a pushover and the locker change is up in the air until we find out how long the timer will be.
It still feels like there is zero threat to having Victor on your back. Coup de Grace was an extremely niche, outright bad perk so nerfing it before launch is laughable . Overall pretty disappointed considering this killer is the followup to the Blight.
There's also no noted change for speeding up Charlottes recovery after switching back completely removing an entire potential playstyle of blocknig with Victor/Charlotte in loops and using mindgames. Making this killer even less dynamic.
It feels like this killer is designed around survivors "playing nice/stupid" for them to be viable at all.
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@Orion said:
I'm guessing those survivors were in the queue for a while, so the "acceptable ranks" kept expanding.
That's probably it. I did spend 10 minutes in queue before this before giving up and playing killer. I would have assumed there'd be at least a couple of lobbies with red ranks waiting for a killer.