konchok
konchok
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- konchok
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It's literally an iri and has a downside. I think I'll be AOK.
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It tends to spawn in the center of a tile. It's fairly straight forward to pass by a tile, listen for the audio and if it's there get to it almost right away and use it.
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The description says it slows the survivor, but I don't actually think it does. But the most important part of the add-on is faster pallet breaking that you can use on the first rush, so I don't really care that that doesn't work as advertised.
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2518004#Comment_2518004
For me right now there is no middle ground. Either super sweaty team or little puppies.
I know what you mean. Just the other day, I went up against a group got 3 hooks and they all escaped. Then the next game I 4k'd with 4 generators up. But let me tell you one last detail. Those survivors, they were the same survivors. I didn't even notice until it was brought up post game.
You see, Dead By Daylight is a game where things tend to snow ball. And that can go in either direction. A bad early game can cost you the game as killer and I've had games from competent survivors where each survivor got less than 5 k each. (And it was just due to bad RNG) They broke Haunted Ground, I immediately got a down, found a survivor hiding and Devour hope kicked in for my 3rd down and 4th down, and then before a single gen was done I had mori'd a survivor that had not been hooked yet. At that point they basically ran over to get mori'd and out of the game.
That's how this game goes, it's very natural for things to go very in your favor or very much against it.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514564#Comment_2514564
I predict Blight. I see more complaints about him than Nurse and Nurse has been out far longer.
And I personally hate playing against Blight so great. Any Blight mains that want Spirit nerfed into the ground can enjoy it when it's their turn.
If they touch Blights power, they're going to ######### up the collision and absolutely ######### him over. Please BHVR if you do decide to nerf Blight make him a 110 speed killer with a 32 meter terror radius and rework alchemist ring and nerf the crow and rat add-ons too and he'll be in the perfect spot.
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@Aven_Fallen said:
Why do people keep talking about high MMR when they are not even at high MMR? The number of Killers who will go against actually really strong Survivors will be very small.
Because no one can actually see their MMR they all think that that completely average group of survivors that absolutely wrecked them was actually a high MMR group.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2515586#Comment_2515586
How are u going to compare indirect hit with a direct phase? Once u hit chain on pinhead u need to commit which isn't a case with spirit she teleports right where she phase and she's literally 593995 times faster than any killer or survivor with no counterplay until now she was overpowered and there's no any doubt in that and she needed a rework what she got ain't nerf but rework of broken power
Pro-tip spell out words. For example, you instead of u.
As for the contents of your message, we're just going to have to disagree. A rework is what freddy got, this isn't a rework, this is an absolute gutting of her kit.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2515464#Comment_2515464
Ummm what? She stand still for 1 second which is not even half of meter of distance for survivor? She can go through whole map in 2 phases no killer can do that and she's powerful now and she'll be powerful afterwards just say u need no skill killer and move on unlike her blight and nurse are high skill required killers which are big pay off once u learn them spirit is nothing but stand still so I can down you because u don't know where the hell I am...
She needed this counterplay every killer has it she ain't no exception...
Haunting amulets are removed, therefore she won't be able to go over the whole map with just 2 phases. And standing still for just a second is a big downside. It's part of the reason the PinHead sucks and is so punishing.
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Yeah I rarely verse a spirt, but when I do they running the Mother - Daughter ring. That one add-on is so oppressively powerful that it's basically a free win for whoever uses it. But a spirit without an Iri, it just doesn't happen.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2515405#Comment_2515405
Spirit will be top 3 strongest killer and will remain like that no matter of that little counter they gave her none killer has ability to move that fast apart from blight and nurse yes she got litlle coutnerplay where on most map u won't even see dust etc she's kind of killer who is strong by origin and she will stay like that no other killer can run half of map in few seconds like she can apart from obvious two killers
She moves quickly after several seconds of standing still. We're not talking about an ability that immediately triggers, no we're talking about one where you have to charge it. And now as soon as you use that ability the survivor is notified and can immediately react. So, no you're wrong, when you account for the fact that she has to stand still first, she's not actually all that fast without taking into account the speed add-ons or the haunting duration add-ons. Which I think it's pretty clear that the add-ons that effect her speed will be nerfed and her haunting add-ons have been removed.
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I get that BHVR didn't like the 50/50 mind games that the spirit could put you in, but that's literally what her character is. Her ability has always been to obfuscate information and to use that to land hits with. She's a very slow killer that you need to use your ability with to get hits with. Did they initially overload her kit, absolutely. Is she currently S tier right along nurse, yes. But they've taken all of those situations and they've not made each situation incredibly survivor sided. To the point where you should not be able to land a hit using her ability against a decent survivor. Give me a situation where you would want to use her ability in chase. I'll wait.
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@justbecause said:
You act like she got butchered? She'll still remain in top 3 strongest killers if u wanna change, do so nobody stops you
You don't know that. After the nerfs to Billy did he remain within the top 5 strongest killers. After the changes to Freddy did he stay in the top 5 killers. Your assumption that she will remain viable is based off of what. She's not getting nerfs and buffs, no she is only getting nerfs. Her Haunting amulet add-ons are getting changed outright (which was a lot of her mobility) and her other add-ons will be getting number nerfs. In addition, while Spirit is blind, survivors will have an auditory queue of where she is and a visual queue. These are not changes that hardly affect the spirit, no these are core changes that mean that all of the current strategies that a Spirit player may use to get a down are gone.
So again, let's cover exactly what was nerfed.
- Survivors get an audio queue that is directional and is louder/quiet depending on how close the spirit is
- Survivors have a visual indicator that shows the exact location of the spirit
- Survivors will know immediately when Spirit is phasing (Gen grabs within 24 meters are much less likely and Standing still mind games do not work)
- Her add-ons are all going to get number changes to make them much weaker (Mother Daughter Ring, needs this to be honest)
- The Amulet add-ons have been removed altogether (Which was the add-on that provides mobility for an otherwise slow killer)
- The primary perk that was used to help locate survivors while haunting (Stridor) has zero effect on individuals with iron will
So you're telling me that even after each of these nerfs, Spirit will still be a top 3 killer (which would put her in the S tier) . You've got to be kidding me.
Now are any of these nerfs on their own justified, sure. But is the combination of each of these nerfs justified. Well, we'll find out I guess. There's no undoing this now, but Spirit is a dead killer in my opinion. I don't think she'll be viable at all.
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I'm almost certain that the only perks that they are making changes to are those that are using the keywords, slightly, moderately, or considerably based off the post because those are the perks where they would have needed to pull the numbers to update them and they probably realized that some of those numbers were bullshit.
So, Alchemist Ring, Tombstone Piece, etc are probably going to remain untouched because they do not use those key words.
However, Oni's Top Knot, Blight's Blighted Crow, Adrenaline Vial, Tampered Timer, and Crate of Gears are prime candidates for add-ons that are getting changes.
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Distortion needs a change, but that's not a Hex:retribution problem, that's a distortion problem.
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That's exactly what it means, for it to act any differently they would need to make a special exception that applies just to trickster, so they'll either scrap special attacks after the PTB or it will work exactly as described.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2515097#Comment_2515097
Essentially if the MMR is working, it means that there are more high ranked killers than high ranked survivors, meaning that they're waiting longer to get paired with people that match them.
Idk if I really buy that though because the queue times were the total opposite before now, with survivors waiting forever to get into a match even with low rank killers and killer queue being nearly instant.
With the changes to MMR, there is more incentive to play killer. Before MMR you could only play with your main, if you don't feel like playing your main then your choices are to get bullied or to play survivor. Now killers can play other killers. That's naturally going to start skewing things towards having more killers. In addition you only need 1 killer per 4 survivors, so it doesn't even have to happen all that often for it to tip the balance. And if there is an inbalance of skill and there are more high mmr killers then survivors then that spreads killers even more thin. How much each factor plays a role has not been shared by BHVR. The problem can be partially resolved if there was an incentive for playing a specific role based off of the queue times. So let's say that there's a high queue time for low MMR killers, because I'm bad with Nurse and have low MMR with her I could get some kind of UI notification saying, if you play with Nurse, 3X BPS for that match, but Blight who I'm good with would only give me BPS at the regular amount.
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@Irisora said:
It is a lie, or most likely it doesn't work correctly cause look at this... ash ranks VS rank 1 killer. No swf.
https://us.v-cdn.net/6030815/uploads/K3PFTO1GPXFD/inked20210921184350-1-li.jpg
And in the same day i got an ash rank killer, no swf.. so it does not work. The matchmaking does not take into account that im a an experienced rank 1 old player and it neither take me as a new player. It fails at both things and i get mixed games, unfair to the killers mostly.
https://us.v-cdn.net/6030815/uploads/WW82ALYJWZT7/inked20210921185434-1-li.jpg
You realize that grades are not your MMR, right?
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2511603#Comment_2511603
Ok so I'm just gonna mention this, cus I don't think anyone has said it or mentioned it. Ok yeah, finding totems might be annoying but it is a side objective and one that you are actually equipped to handle whereas killers don't have the tools, at least right now to handle going on totem hunts. See on top of there being 4 survivors, which means main objective can be done while also completing the side objective of totems, you have something else that killers don't have besides teammates and that's perks and items!
Yeah, see you survivors have 4 perks and 1 item that help you find totems, and hell even one let's you cleanse them even quicker. I mean you don't even need to waste a perk slot and can just bring a map and keep all your meta perks and STILL be able to go totem hunting. Hell if you bring the right add-ons you can even have the map reveal the totem locations to the other survivors too! Killers don't have any way to track down or hunt down totems. In fact we only get notifications of you guys killing totems when you either kill off our main totem, or when you're cleansing a dull totem and we have Undying. Even with Undying, once it activates and saves the main hex perk the tracking goes away.
So yeah based on this one little detail I personally don't have any faith that these boon totems are gonna be balanced in any shape way or form. I'll sit back and wait and see, but if they make it so that we have to go and hunt these damn things while not balancing gen times, gen regression, and not giving us any way to help track totems, then I'm gonna be honest I might just stop playing the game entirely.
Just some little details that you forgot. You have no ######### idea what boon totems do, you've never played as killer against boon totems, and theory crafting is beyond speculative.
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It's hard to say exactly how it's working because I don't know what my MMR is or the MMR of those that I verse. And everyone's in that same boat. BHVR can see how it's working I guess.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2505072#Comment_2505072
Thing is, that I can't imagine effect that would make it balance. It would be either useless and not worth hex, or broken and make killer's life hell.
Good job. You described how hexes feel when playing survivor. ha
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@Hoodied said:
On launch he had several issues, but they were all flattened out later on
This is bullshit, he was strong since launch. I know I was, and many other blights were dominating with him early on, even before his height was adjusted and his hit boxes were even more jank.
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Calling a perk that hasn't come out OP is like saying that the next killer will be twice as strong as nurse.
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I've been using Sloppy, Nurse's, Undying, Devour Hope. And that's been working really well for me.
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@MadLordJack said:
Time to do what I always do and lend you a veneer of credibility.
What the hell are you talking about? All it's going to show is that solo's need some form of basekit coordination, and that 3-4 person SWF teams just do gens so quickly that they have time to mess around and bully killers.
Something you cannot do if killers are OP.
In addition, you aren't mentioning second-chance perks, Exhaustion perks (fun fact, skill can replace exhaustion but it can't replace slowdown), or keys and medkits. Very telling, that, isn't it? I wonder what possible reason you could have for ignoring those?
You can absolutely play without slow-down if you're good enough. Go to twitch and look up KaiZ. He plays without slow-down with every killer and does really well. Send us some of your high MMR games as survivor where you bully killers.
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@SonicOffline said:
If you think killers are over powered, you're not in a very high MMR.
Sluzzy's actually a very good killer.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2500568#Comment_2500568
As I said before I don't particularly care about what they did to pinhead, but I heard that a lot of people complained about this issue and mostly because devs never told us the precise reasons why the voice was removed...
And...?
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You do not understand how licenses work or what you are entitled to with that purchase. Your purchase is like a ticket to an amusement ride. BHVR can at any time make changes to that product, this includes killer powers, appearance, and voicelines. To the extent of a full rework that may include parts of that product being removed entirely. You do not have any right as someone who has purchased the DLC to make design choices in regards to that product.
Get a basic understanding of laws before you make yourself look silly.
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I refuse to use this add-on. Literally never touched it and I've played Pinhead enough to P3 him. It's way too powerful for an add-on. A contender for one of the most powerful add-ons in the game.
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I haven't played survivor yet, and I've been playing exclusively PinHead since it's come out. But I have to say that it's done well at matching my power to the teams I verse. And I say power, because as I've been prestiging I've been running different builds. And what's funny is that my strongest build was before I prestiged the first time, When I prestiged the second time I didn't get a single gen regression perk (with the exception of the built in dead lock. I'm currently on the 3rd prestige with 2 perks. And it's been interesting to watch the groups I verse get easier as I've gotten worse perks. At the same time, I have been getting better with PinHead, but it's really crazy to me just how much perks matter.
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@razberrypizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2492699#Comment_2492699
What makes hoarder so good on him? I roll with franklins but never saw the point in hoarder
I've tried hoarders and I don't like it. I feel like the ones that I verse don't pick up the box until they intend to use it, so I don't get value from it. I also don't like running franklin's because it interupts the chase, I'd rather just get them down and then get the box.
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@ble3kaudio said:
https://forum.deadbydaylight.com/en/discussion/comment/2488842#Comment_2488842
Maybe not, but I think it would only help. A lot of players would simply want to just make this arbitrary number go up, simply because it's there, imo. I understand the player base doesn't really feel listened to, but don't ask don't receive. Just trying to be constructive and wanted to put it out there again.
I would say, don't show MMR until you hit a certain point. Up to that point they can be unranked. But once they hit the top 25 percent. It could be as simple as saying hey you're in the top 25 percent, you're in the top 15 percent, you're in the top 5 percent and you're in the top percent.
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@Jalapeno said:
The pip system needs to be removed completely and replaced with just experience earned. If the "grades" dont matter then why should pipping? Because of the 50/50 BS that is the mmr right now, the average player base is going to get games where you get a pip or two then the next game lose those pips. Just a constant cycle of pip/depip and hardly ever rank up your grades to get the mediocre bloodpoint rewards at the end of the season. Am i the only that thinks this system is massively flawed and can be EASILY fixed?
The grind seems a bit obscene. Otherwise I think it's fine. But you know what leave the grind and just give better bloodpoints per grade. 250k per grade tier for both killer and survivor, you manage to get to that with both that's potentially 2.5 million blood points. Which lets be honest you would have to grind like crazy to reach that.
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Yeah, if you're not facing hackers, you're not high MMR. That's how I know if someone is the real deal or not.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2491022#Comment_2491022
Got rollercoaster of love stuck in my head now thanks
https://forum.deadbydaylight.com/en/discussion/comment/2491068#Comment_2491068
I'm surprised people find it that bad. The only one that comes close for me is clown with that crunch
Clown mori is the only mori where I have to look away it grosses me out. I didn't realize anyone had an issue with PinHead's mori, what about the mori makes you uncomfortable?
Edit: Aneurysm, I don't know why I quoted you. Maybe cause you're awesome.
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Same thing happened to me on PC. Game crashed and then my grade went to ash IV for killer and survivor without BP.
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I think it'd be really cool as survivor to get to choose 1 killer and you'd be guaranteed not to verse them. If you're in a group, you can only block 1 killer for your group. Sick of versing Blight, veto Blight. Sick of spirit, veto Spirit. As killer you get fewer people DC'ing , win win for everyone. And if everyone is vetoing the same killer, maybe it's time for BHVR to find out why.
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Let me add myself to this list. Hello?
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@indieeden7 said:
It really shouldn't apply to pallet saves, they're few and far between as it is without pointless changes making them next to impossible to achieve.
I've baited a few pallet saves knowing that they don't work, because I'm an evil person. But honestly though, this change should be reverted. It was not a big deal that you could get stunned on the same side as the survivor.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2487937#Comment_2487937
You kind of have to, though. You see that right? Especially since your initial comment was, essentially, a "get good" response to those that feel he is weak. How can you maintain that a killer is top tier when going against survivors that would make any killer look good? Plus, there are many survivors that are new to playing against PH, and are confused by the mechanics. New killers are always a challenge, especially to survivors that are less skilled. A killer can only be considered top tier when going up against the best survivor players.
You don't have to have the best game ever, just games against top tier survivors. If this is the caliber of survivor you typically go against, how can you accurately judge his quality? They make him look good. You need games where the survivors play at a competent level in order to properly determine his quality. It is possible that at your ranking, he is one of the best killers for you. Maybe his playstyle just works better for you than other killers, or you just like him better, in general. That's fair, and really all that matters, for you. But that is not a good indicator of how good he is, overall, compared to top tier killers.
And, to be clear, I don't think anyone thinks he is the worst killer in the game, or anything, but he does need some tweaks to get to where he should be.
If you're playing a killer well you're going to make survivors look like idiots. The only time suvivors will look competent is when they rack you through the coals. Do you see now what the flaw in your argument is. And we have to also trust your judgment that you can tell a good survivor from a bad survivor. Give me a break.
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@RenRen said:
Well for survivor I guess better teammates. Can't think of one for killer.
For me it's more interesting games. My primary incentive isn't to win, it's that rush from having a really exciting game. And sometimes I go against a group that is overwhelming, but that really motivates me and makes me want to do something to get better.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2487396#Comment_2487396
Play nurse. Heard she's a lot of fun.
She is fun, but I'm garbage with her. haha. With the new SBMM I might try again. Right now I'm really digging this killer, so I think I'll keep playing him for right now.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2487069#Comment_2487069
You're explaining it just fine. I just don't agree with you.
No one's forcing you to play the killer. Why are you so hell bent on getting changes to PinHead. Learn to play Blight, he's hella fun.
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While I wouldn't mind getting some minor changes to improve PinHead. I'm afraid that He'll be overbuffed and we end up with a pre-nerf Freddy.
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@ad19970 said:
Dear Lord people need to at least play a bit more before shitting on Pinhead.
In my opinion he is pretty strong and arguably B+ or A tier. But he is not easy to master. I'm sure if he does seem underpowered down the line BHVR will further buff him.
I remember when people were calling Blight weak. kekw
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I personally really like to play verses and with "sweaty" players. Sure the killer may tunnel, camp, etc. But the survivors are also generally fairly adept at countering those strategies. I remember one game I had where I was versing a group that was just out playing me, I managed to get them both down and on 2 nearby hooks. There were 2 gens left and I was like, I wouldn't usually camp, but they've got to come for the save and I can potentially win if they do. haha, how wrong I was. The two other survivors each on a different gen completed them both and left their team mates on the hook and left. That was the right call to make and I left that match with nothing but admiration for those players. Was I sweaty for camping? Were they sweaty for leaving their friends on hook to die? All I can say is that was a memorable defeat for me.
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All this poll shows is that when getting chased, you aren't properly assessing how long the chase was. If the average survivor ran for even 1 minute than killers would average 1 kill per game.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2486949#Comment_2486949
I do watch the portraits for clues, for sure. Especially the obsession chase indicator. Thanks for mentioning that as I know a lot of people don't know about it. Of course, that obsession could run the killer right into me - I've been sandbagged more times than I care to count (to be fair, I've done it to others as well).
I'm going to suggest something that is going to get me a lot of hate. But I would say to run self-care. A killer peeling off of another survivor and chasing you instead is actually really good for your team, unless you're injured. This is because it extends the chase and keeps them from getting hooked. But if you're injured then you're just giving the killer an easy down. Self-care is equally efficient if not more efficient at healing then having someone else heal you. But be smart about where you heal, always heal near a pallet that way if the killer shows up they're not going to get an easy down.
Self-care also heavily punishes killers who like to switch between survivors because what they're looking to do is get several people on hooks or slugged at the same time, and by healing you're preventing that from happening.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2486927#Comment_2486927
Thanks, but do you always take some flight action when you get a terror radius? Sometimes I leave and then it seems like the killer never shows up resulting in what seems like wasted time. Maybe those times I've avoided getting caught :D
You have to look for queues as to what is happening. Is the killer chasing the obsession? Because if they are the claws around the obsession are going to wiggle. Generally if that's wiggling then your safe to work on the generator. Sometimes there's visibility and I can see the survivor and killer chasing, so I know that I'm probably safe because the killer is goiing to prioritize getting a down over pushing someone off of a generator. But this depends on the killer. When I play killer I love getting the group injured, when everyone is injured, the game can quickly turn in your favor, but most killers don't play this way.
The best survivor play that I've ever seen is from a guy called FunGoose, he doesn't play DBD anymore but pull up some of his survivor videos and watch them on Youtube. You basically want to do what he does when playing as survivor.
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A killer will want to take a straight line from objective to objective , if possible. So if you knew where he was when he did his last action (such as hooking a survivor or kicking a generator if you have alert) then you run in the opposite direction.
In some circumstances the direction may not be clear. For example the killer may be chasing another survivor and broke the chase because the chase is going on for too long. At this point the killers location is not known and you hear the terror radius. Move to the nearest loop and try to maneuver to a point in the loop that allows you the greatest visibility. That way regardless of where the killer is coming from you have somewhere to run.
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Honestly it'll be very hard for us to know what SBMM is doing. I can't see why my rating is, I can't see what my opponents rating is. It could be outright broken and all that I would know is that it doesn't "feel" right.
That being said, I've been enjoying my matches, so for me it seems to be working. But I really wish I had something better to go off of, and I would like to be able to see that I'm improving.