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herrik666

herrik666

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herrik666
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  • It's not that hard to be an actual man and say gg when the match ends. Admiting your mistakes is the best way to get better

  • I got Oni and Legion thanks to the free shards and the ones I had already saved up. Honestly for me getting 2 new killers to play with is much better than any skin.

  • The survivor one can last for a whole chase, the killer one is just a forward dash that lasts a couple seconds to close up the distance. Also you'll still be able to use the medkit add-on outside of the event while the killer one will be blocked.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702084#Comment_1702084

    Buff nurse, she's statistically the weakest and least picked killer in the game. #5blinksbase #115%speed #oldomegablinkbase.

    I know, I know, killer specific stats are very missleading. But when talking about how killers are doing in general I think its a good place to start.

  • I don't wanna be that guy that brings this up everytime, but I feel like this is the right time to do it. According to the stats that they recently released killers get an average of 65-70% killrate (somewhere between 2-3 kills per match), even in red ranks. Now I know this a very distant answer but if you were a dev, would you really feel like nerfing survivors is a good decision looking at the available stats?

    Not only that, they already touched genspeeds in a previous update (when they made it so doubling up on gens is now 5% slower). If they are not touching it further probably means genspeeds are in a good spot; because they surely took quite a close look on it since they changed it.

  • @Terro said:

    It's probably a bug that'll be fixed later.

    Its not a bug there's no way. It looks and sounds way better.

  • Seems like, for one, I'm not alone in this. I do think this update did justice to Pyramid Head's most annoying strength form the survivor side and weakness from the killer side.

  • Well yeah the Blight add-ons that let any killer do a dash look kinda cool.

  • They just bumped up the numbers, I think they need a bit more help than that to be viable options.

  • What has helped me the most in my experience of playing killer is going into the match with the mindset of "I wanna have fun" or "I wanna learn somehting" rather than "I want to win". Do not care about your rank, do not care about clicky clickys or tbags, do not care about the last guy getting hatch; just load into the game and try to have some fun chases. Trust me it makes it much more enjoyable.

  • I completely agree. This is a very healthy thing to do for the game, everyone wants to see some variety in builds. I will say though, maybe we need also a bit more nerfs to bring some of the perks in line with the others, for both killer and survivor.

  • I didn't really think about that combo, sounds neat!

  • I'll still be using the perk. Most of the times I use pop in the first 20-30s or I just don't use it (and yes I play low mobility killers). I think the fact that the perk is being nerfed is troubling people more that the actual numbers of the nerf.

  • @APoipleTurtle said:

    Stinde pretty much nailed it, but to specify the point system for Devout a little more:

    -You need 10 points to get Iridescent Devout

    -Each survivor sacrificed OR killed (by mori's, not bleedout) is worth 2 points (up to a total of 8)

    -Hooking each survivor at least once gives you 1 point

    -Performing a cumulative total of 9 or more Hook Actions gives you 1 point.

    If a survivor DC's or self sacrifices themselves on the hook early, they've likely just ruined your chances at Iri Devout. It is unfortunately really easy for them to mess up this emblem.

    Haven't confirmed it, but Pyramid Head's cages may not count as a "Hook Action", even though they progress through hook stages. If survivor's transition to a new stage while on the hook, you will also not get credit for a second hook action (though you will get progress towards Malicious instead).

    Thank you for the info, this is really helpful!

  • @Stinde said:

    AFAIK it's 9 or more hooks AND a 4k AND every survivor must be hooked at least once.

    So no iridescent for example if 3 survivors are hooked 3 times and the last not at all but instead moried with a cypress or rancor.

    Ah, I see. That makes sense. Thank you!

  • That's actually quite a good point. One of my favourite features about Dead Dawg is the unique switches, kinda sad that other maps aren't gonna get them. Then again if I was a dev I don't know what would I do to customize an original exit gate for every single realm.

  • I totally get what you are saying. Hooks are, in a way, asking for killers to camp and go for the vulnerable survivors off the hook (because strategically speaking, why wouldn't they?). The problem is hooks are a mechanic that is so rooted into the game that it would be hard to change it and keep the same essence. I think this is one of the things a dbd 2 could improve on, although I really don't want them to do that.

  • Its usually for a short period of time so its not too anoying to spam the keys, and also its kinda immersive. Adding skillchecs would add more RNG which I think we already have enough of in this game.

  • I feel you brother. There's a lot of people who think Clown's only salvation is a ground-up rework; but he's just so damn fun I don't want them to do that. On the plus side they said that no major rework (major as in Freddy/Doc levels) was coming this year, so I'm fairly confident that they'll buff him in some way without reworking him completely.

  • I think that's just how the skirt works, it might be rigid there. It's deffinetly not supposed to be her butt inflating like a baloon.

  • Both have very good perks (namey Pop and Hex: Undying), so it just comes down to which playstyle you like the most. Either Blight for going arround the map at insane speeds, pressuring gens and closing distances with the survivors really quickly. Or Clown for an all arround fun chasing killer.

  • Honestly maybe crossplay off has something to do with it, for me its common, but not every game. Remember you are playing with people that also have crossplay off, so the survivors you are getting are probably salty little b*tches that think all their teammates suck and that they are the hottest sh*t.

    Still, I'm not denying the problem. dc penalties HAVE to come back, the difference is massive.

  • Dump more points into them than on other killers that don't need them as much.

  • The ultimate goal of a game is to be fun. DBD is fun as #########. If you don't like DBD what the hell are you even doing here.

  • There's a couple new breakable walls on the main building, but apart from that it should be the exact same from what I've noticed. You probably just got cucked by RNG yeah.

  • I feel like the aura reading part is quite unnecessary honestly. The perk is already strong enough protecting hexes, I don't think it needs anything to give the killer an even easier time to keep them up.

  • @Deadeye said:

    First of all, if you face a decent Blight (there are some already, trained by PTB) then the stiff lunge is the only counterplay I can think of at the moment. After missing such a lunge, the cooldown is pretty short, so you are even unlikely to get into cover afterwards in several situations.

    On size I agree. He is as small as hag. And combined with the speed in his power, it is the most annoying thing to deal with. And I think that changing the camera position (or size of the killer) is nothing that would give experienced Blight gamers a big advantage either.

    Third imo correlates with first. Part of counterplay. Don't design the power so that it is super easy to hit. You don't want a second Spirit here.

    Not sure about the last part. Regarding the low cooldown I think this is not necessary, when the camera is fixed

    The issue is that the counterplay is way easier to pull off than what The Blight player has to do to get the hit. The Blight has to pretdict, plan a route, aim the bumps correctly and then hit. As a survivor you only have to move to the side. Appart from that, I do think there is other counterplay: stay in loops (where he cannot use his power most of the time), put a lot of objects between you and him, loose line of sight and be unpredictable, go to where he is going to slam, and obviously usage of pallets and windows but that goes without saying. At least that's what I've been struggling with while playing Blight.

    That being said, I understand your worries of (yet) another uncounterable killer. It is not my intention to not give survivors any coutnerlpay, just to make him less frustrating, clunky, and a bit more fun.

  • It also happened to me, to fix it you have to go to your screen settings and set "Scale and Distribution" to 100% (you'll most likely have it at 125%) and then you can revert it when you stop playing (because anything else but the game looks small as #########). It sucks to do this every time you boot up the game but it is what it is I guess...

  • This would be SO helpful for both killer and survivor. There's a lot of things that the only way to get better at is to practice and a lot of the times you don't have the opportunity to do it in a public match.

  • Summary of both arguments:

    -Yeah I like it its funny xd

    -NO HOW COULD BHVR HAVE DONE THIS I'M A FAN OF THE SHOW SINCE 1987 AND THE CHARACTER HAS BEN ABSOLUTELY AND UTTERLY BUTCHERED

  • The game can be as killer sided or as survivor sided as you want it to be. With all of these nucearly strong offerings, items, perk combinations and overpowered strategies on both sides you can easily tilt matches in whatever side.

    I don't think there's any solo queue team that can win against a half decent killer with a mori and strong add-ons hard tunneling off hook, as I don't think there's any killer that can win against an omega sweat squat with map offerings, keys, toolboxes and whatever.

  • And isn't it cool that that isn't the case anymore?

  • The best perk to get out of all of these killers is deffinetly Thrilling Tremors from Ghostface, it gives such accureate information about which gens survivors are working on and combos specially well with Pop Goes the Weasel, a good replacement for bbq in more defensive builds. Other decent, but not as good, perks would be Surge from Demo, Surveillance and Make Your Choice from Pig, maybe Hex: Retribution from Deathslinger if you feel like using a lot of hexes (although with the new Hex: Undying coming out in a couple days from Blight, Retribution gets heavily outclassed).

  • It wasn't revmoved, just temporarily disabled, the MMR will come back. Looks like they are taking a long time to activate it back though, so I'm hoping it will more accurate than the last version.

  • Seeing as the survivor perks aren't that great, I'll be getting just The Blight myself. Whatever you prefer though Felix does look like a handsome guy

  • @Moundshroud said:

    No, it probably would not. The Law of Unintended Consequences just means for ever actual problem solved, three more would be created. That is why one doesn't overhaul massive numbers of things at once. Most of the issues people have were not predicted, but showed up after wards. Big overhauls just create big messes.

    So are you suggesting that all the 100+ useless perks in the game should be revisited in small packs of 3 o 6 every mid chapter patch? That would take forever.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1586465#Comment_1586465

    I understand they are supposed to be used for tunneling and camping, and maybe it is a low level thing or a console thing, but I usually see BT and DS used to compensate for bad saves more often than any issue with the killers. BT is always great against hags, but you can see how many high rank survivors don't know how to unhook properly when they face a stealth killer. And the way DS is used clearly makes it not an anti-tunneling perk, because it doesn't care if there are no other targets or if you have gone after others; you can get DSed with everyone else on a hook or having escaped.

    I understand, that's why I said "maybe no exactly like those perks". DS and BT do counter those strategies but at the same time they can be abused in an annoying way to tilt the game in the srivivots' favor. Problem comes with how does the game detect if the killer is camping / tunneling and what should be done about it? How do you prevent players from abusing the mechanics and using them in unintended ways? That's the complicated part I think.

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585815#Comment_1585815

    That's rather obscure for a mechanic that to my knowledge is mentioned nowhere. lol

    Counting the swings is just a trick, the usual way to do it (and it is explained in the power description) is watch the red bar down at the left and when it's about to run out you press M2 to replentish it again. That way you extend the Chainsaw Dash.

  • Maybe not exactly as those specific perks because they are really strong and sometimes annoying to deal with. But yes, it's sad that Tunneling and Camping is so damn efficient and something should probably be done about it.

    If a solo queue team doesn't have neither DS or BT and the killer decides to take advantage of it, I'm not sure if there's any way in which they can all get out (unless their skill is far beyond the killer's). Specially if the killer is territorial or good at camping (like Huntress, Bubba, Hag, Legion, Trapper...).

  • @Tricks said:

    I don't actually know how to chain his M2 attacks together. (does anyone actually know how to get this to work?) I did it once by mistake but have never been able to reproduce the effect so I got frustrated and went back to Nurse lol.

    You need to press M2 at the 4th swing of the chainsaw on the first charge you use, and on the second you press it at the 3th swing. Its a really useful way to time it correctly while keeping your full attention in chase.

  • HEEEEEEWHJEEEEHWEEHWEHWEEEEEEGHGHGHB

  • I would take a survivor that loops any time before one that camps pallets or, eve worse, hides. Its way more fun and interactive to loop rather than to chase someone to a pallet only for them to wait for you and drop it on your face. Its a core element of the game now, even if the devs didn't account for it at the start. Its fun, interactive, mindgamableand should be kept.

    If you really hate looping that much there's a LOT of killers that counter it (Freddy, Clown, Doctor, Pig, Hag, Trapper, Nurse, Spirit, Pyramid Head and Demogorgon)

  • I think some of them might be so that it's easier to make different tiers of said perk. But yeah that doesn't take from the fact that a lot of them are incredibly unnecessary.

  • I mean otherwise its just luck, both are pretty borign tbh. I could see this becoming a problem with keys though.

  • I try to be as fair as possible when I'm playing (especially killer) and try to make the match fun for everyone. It doesn't pay off in results of "winning" but it pays off in fun I would say - much better to have fun chases and a close game than staying still on a hook or forcing a 3v1 early. As survivor its abit more out of your hand on how the match plays but, regardless, not being a toxic piece of sh*t usually doesn't tilt other players into being toxic pieces of sh*t and feeding the hate circle.

  • There's actually a very good in depth video by Otzdarva about this very topic. It covers things like playstyle, strength, Add-on reliance, etc. (Take into account it was made 2 months ago before the Cannibal and Hillbilly changes).

    https://www.youtube.com/watch?v=nflN137VU5g


  • This is a problem that affects the core of the game. Without changing any major gameplay component I think the most reasonable thing the devs can do to fight this is make perk that counter it. And they've tried (Babysitter, camaraderie, Off the record....) problem is those are not very good. Lets hope they keep trying to make peks like that because at the moment the only ones that do and are fairly strong are Borrowed Time and DS.

  • There's a little trick to get a perfect timing without looking down at the bar, very easy to tell (changes with the chili addons though): In the first charge you use (doesn't matter how many you have left, just the first you use) press M2 at the 4th swing of the chainsaw, the rest of the charges at the 3rd. It's that simple.

  • It's always a challenge to go against a good swf, and I'll take that. If it was every single game maybe I'd get tired of it, but thankfully that's not the case.

    Unless they are super optimal on gens to the point where you can't really do anything (especially playing weaker killers) I usually take it as a challenge. Not that I expect to win, but I expect to have some fun and at least walk from that game having at least learnt something.

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