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konchok

konchok

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konchok
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  • @Product said:

    https://forum.deadbydaylight.com/en/discussion/comment/2249644#Comment_2249644

    What Killer do you use, do you use any addons, and how many hours do you have in the game?

    Killer Blight, I consider 3-4k a win, 2k hours. I play survivor and killer about 50/50, but lately I've been digging Blight so I've become more of a killer main.

  • @Adjatha said:

    In addition to Keys and obviously coordinated character/outfits; also if they all have extremely expensive cosmetic costumes, Glowy Legacy outfits, they're all triple prestige'd, They're all Twitch streamers, etc.

    Basically, if your team appears to be full of people who have put all of their time and money into the game, it's probably going to be a miserable experience for the (almost certainly) overmatched killer that the non-existent matchmaking is trying to line them up against. Of course, sometimes the All Rank 1 SWF deathsquads intentionally just take default skins on default characters specifically to avoid tipping off killers that they should dodge.

    I play at rank 1, if I verse a group of 4 survivors that are all default outfits, they're 100 percent a death squad

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2249631#Comment_2249631

    Damn yeah I play on 1600 usually so ive never tried that low of DPI. For the most part I do think its mostly for style points. Blight certainly doesnt need it to perform well. Can you hit 90?

    It's hard to describe, I would say that I can do an 45 + 80. I can't quite turn as hard in the initial turn and I can't quite get the maximum flick.

  • unusual build.jpg

    I've been running the following build at rank 1 and I've been winning 75 percent plus of my games.

    Furtive Chase, Nemesis, Dark Devotion, Rancor

    I'm absolutely love running an obsession based build that's made the game enjoyable for me. So, I downright disagree with your premise, slow down perks are not a requirement to do well in this game.


    Edit: added screenshot. The DC was to get his friend hatch. It was after I had already won.

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2249561#Comment_2249561

    The J flick "exploit" was removed and the current z-flick is capable without absurdly high dpi and can be done on controller. Has the devs said the z-flick is an exploit? I dont see how its an exploit now that both pc and console can do it and it can be done on normal dpi/sensitivity. They did this intentionally I thought.

    The Z-flick can't be done on a standard mouse. I know because I use a standard DPI mouse. I measured it's sensitivity and I can get it up to 750 DPI. And it is literally impossible for me to do the 180 degree flicks. But I know bump logic inside and out, so I still do well with blight.

  • Take away the insta-down from the chainsaw, give him a 4th token to compensate and I think that he'd be perfect.

  • You're seeing NOED in red rank games? Like sure every once in a while I'll see it, but not all that often. Though I will say that the perk feels cheap, like you'll have a survivor who is obviously way better than the killer, and they'll get oneshot with NOED because of course survivors aren't meant to last forever verses a killer, let alone a killer that's basically gets free bloodlust and then they get camped to death next to their totem and there's no way to overcome that situation.

  • The BP bonus hurts perk diversity in the game because the reward for using the perk is massive. It makes it so much easier to get the survivor pudding as well, so the BP bonus is more than 2 times regular. And I do feel that getting that much BP does hurt the overall balance of the game because it means killers can bring in pink and purple add-ins every game. Imagine if survivors were all running 4 BNPs every game, why is it fair for killer but that same scenerio is obviously broken for survivor.

  • Honestly a BP bonus could be granted if one side becomes over saturated would do wonders to queue times.


    So the way that I'd see it working is when there's high queue for survivors then games as killer would offer 50 percent more bloodpoints and vice versa for survivor.

  • @Bropie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2244293#Comment_2244293

    I think i will do bubba or ghostface cuz devs said we will get enough shards to get 1 killer or survivor so in the anniversary

    Hey, I sent someone with the name Bropie an invite on steam. I'll gift you the Bubba DLC if you'd like.

  • I would say get leatherface with your auric cells and then use iri shards to get Blight. Based off of your playstyle I think you'll really enjoy him, but you'll want to have BBQ on Blight for sure.

  • I think that we need to consider more than just overall strength. Bubba is the perfect example of this, his over all strength is fine, but he's way too easy to play for how strong he is. Bubba needs a nerf/buff. Nerf some of the things that make him powerful that are easy to do and then buff some of the things that require skill. He should maintain his overall power, but become a bit harder to play.


    As a blight main, I actually think he's a bit too strong. And there are flicks that are only possible when your DPI is over 2k. How good you are at Blight shouldn't be dependent on what mouse you're using, just like being good with Spirit shouldn't depend on how good your headset is.

  • I love going verses Twitch streamers and watching the VOD afterwards. I had one streamer that as soon as I got on to watch the stream the whole 4 man SWF was playing Blight. Apparently I had played so well that it inspired them to start playing him.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2241541#Comment_2241541

    Kindred exists 🤷. People just choose to run their crutch perks

    Kindred is very useful, but I personally think that relying on perks to fix core mechanic flaws is an issue. It's the same problem that we currently have with generator regression, the game is balanced around it, which makes using anything else actively detrimental.

    If as a solo queue survivor I need to run Kindred to avoid a camping killer, Borrowed time to avoid a killer tunneling off of hook, Decisive Strike for when my team mate doesn't run Borrowed time and Dead Hard to extend the chase, then why are killers surprised when all survivors run the exact same build match after match. It's better for perks to counter perks than for perks to counter base game mechanics if that makes sense.

  • Just because an add-on is good doesn't mean it should be base. Add-ons are meant to be used. Now if Billy was unplayable without the add-on then it may make sense to have that add-on added to basekit in the same way that Demo and Wraith was buffed, however, Billy is quite strong right now and I just don't feel that he needs anything added to his base kit personally.

  • Personally I feel that the hook stages should take a bit longer, not much longer. Probably about 5 seconds would be enough, but that would be enough to make face camping a huge penalty.

    The other possible fix would be a map wide sound notification when a killer is within 24 meters from the hook. This would provide solo queue with a built in mechanic that encourages them to work on gens while a killer is near the hook.

  • I've mained Blight and Spirit and I also feel that Blight is stronger than Spirit. I don't know that I agree with Hag in S tier though, she's strong but also has major weaknesses that can be exploited.

  • I'm a blight main. I've played Blight almost exclusively since PTB, but his latest buff was a bit over the top. Blight is as strong or nearly as strong as nurse while having a much lower skill floor, his skill ceiling is just as high as nurse though. I do not think it would be crazy to have Blight be a 110 percent speed killer. His kit is just a bit overloaded right now, but I also don't want them to touch his rushes at all.

  • @Trex_Crazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226133#Comment_2226133

    Uh ok? You do realize its an opinion right? So it can't be conclusively anything, Unanimously would've fit better (though would've been incorrect due to at least one other person agreeing with me to some degree.). In addition to that it is common educate to be polite, if you notice one of my previous comments I acknowledged someone else's point of view and stated that I disagreed rather than outright saying they were wrong. Because as mentioned beforehand opinions are subjective and cannot be incorrect. While they can be morally wrong I doubt my EGC opinion is morally wrong.

    Your opinion doesn't extend to the intentions of the development team. Which is why you are conclusively wrong. And I was being polite, which is why I said sorry. Didn't want to hurt your feelings, I know that it can be hard being told that you're wrong, even if it's true.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226225#Comment_2226225

    so that shows comms is really more important? the survivor team sounds like good players but even a good team without perks and without comms can't beat good killers. picking teammates is good but coordinating gameplay is much more effective. imagine if solo queue had text chat to coordinate their gameplay. yeah, kindred would quickly not be a meta perk and every aura perk would have to be reworked. that's how broken comms is.

    I think you're looking to far into an extremely uncommon scenario. LOL

  • They were on comms and some days I play well and other days I play poorly. I'm only human after all. They were all rank ones so they were also each good at looping.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226176#Comment_2226176

    losing to a perkless team shows imbalance if you were playing something like trapper or lack of skill. also that perkless team was probably on comms. if they weren't on comms and playing perkless, they'd very likely lose to you as long as you are not playing a bad killer

    No, it just show that they played that match better than me. Nothing else.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2226148#Comment_2226148

    disagree. Being able to coordinate gameplay means you can use perks that are op when used correctly. soul guard, deliverance, decisive strike, borrowed time, camaraderie, adrenaline, prove. these perks ok or good in solo queue but so much better when coordinated

    also comms gives aura perks by default

    None of those things matter if the person that you're playing with is bad. Having a weak link is a bigger deal than any perk. I've lost games as rank 1 to teams where each player played without perks.

  • People being salty has nothing to do with rank. I'll show you the post game chat for one of my recent games verses 4 rank ones (well I'm pretty sure they were all rank ones before our game started)

    4 rank ones.png


  • The biggest advantage to SWF is not comms. It's that you can choose who your team mates are. That's obviously not possible for solo queue.

  • @Trex_Crazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225244#Comment_2225244

    Like I said earlier though it was also "marketed" to have tensions running high while survivors "race against the clock to save their friends from the entity while evading the killer." If you want to make the argument that it's "to prevent the game from being taken hostage" that's fine but that's not what the reveal said it would be.

    I think we can conclusively say that you're just in the wrong here. Sorry bud.

  • Blights iri add-ons are both incredibly strong. His strongest loadout is his compound iri and alchemist ring.

  • While I think that it is hard to see the user's intention, I have seen several threads in the reddit forums where users have stated that they intend to specifically tunnel survivors with the charm and others in that thread said that as long as they don't admit to it in the chat that's fine. So it is for sure a thing.

  • I don't struggle with Haddonfield with Blight

  • If you're going to be showing survivors I would rather see their ranks rather than knowing that you're rank 1. Until the DC the survivors didn't do any major misplays other than just not working on gens (which to be honest is a pretty significant blunder) and after the DC, well who cares someone DC'd.

    I'm pretty sure these were 4 purple ranks or maybe a rainbow crew with 1 red rank. However, these are not your average red rank survivors.

  • I would like to see soul guard inverted personally. Have it so that when you pick-up someone off of the ground, they get endurance. Remove the whole bit about picking yourself up if you they have a hex entirely.

  • Having a unique rank for each killer will also increase the variety of killers. Right now because of how rank works you're basically pigeon holed into playing with only the killers that you feel most confident with.

  • I'd say watch some good blights on twitch to see how they play. Bump logic is more important than flicks. Bump logic is what objects you intend to bounce off of to get to your destination. Being able to efficiently use bump logic to navigate means that you get places faster with fewer bumps and that is what lands you hits with your power. Once you feel like you've become decent with your bump logic then you can start working on flicks, which is how you can maximize the effective area that you can swing and hit when attacking out of rush.

  • Keys are just not that much of an issue to me. But I actually like the hatch mechanic. I like the mini-game of being down to the last 2 players looking for hatch. And when someone brings a key, half the time they throw the game looking for hatch when they could have finished the last generator. I would say that overall keys are pretty neutral.

  • My rank as survivor - 3. My rank as killer 1.


    I feel that as a survivor I should be about rank 7 and as killer I should be about rank 5. I'm solid with my killer power but when it comes to the core m1 gameplay and looping I struggle which is why I feel my rank is too high as killer.

  • I do feel like having the downside really does add a fun challenge to the add-on and I like the idea of a high skill floor with an increased skill cap add-on. I just fee that the current add-on doesn't achieve that.

  • I will add one thing to this to prevent potentially buggy behavior. Blighted crow and the rat add-ons would need to have a maximum speed otherwise buggy space blight is almost guaranteed. Set the maximum to the current 7 bounce speed.

  • Right now there's incentive to stay in deep wounds as long as possible because Legions Killer instinct doesn't trigger if you're in deep wounds. It's an odd kind of behavior, but I wouldn't get out of deep wounds until I know that I can no longer be tracked through killer instinct.

  • I feel like Blight should be Fighting type. His syrum is just really powerful performance enhancing drugs. Like a doped up machamp

  • I think for me it's committing to a chase. I generally prefer to juggle survivors more than stick to a single survivor and if I can usually find a weak link or two in the survivors and win by overwhelming them. But if all 4 survivors are good this strategy doesn't really work and I need to get downs and by the time I realize this, often it's too late and I've lost the game.

  • The first killer I mained was spirit, so I became pretty good a tracking survivors through sound. It's also how I track survivors after getting blinded by them.

  • I agree with everyone just a little bit.

    I think that a killer shouldn't be unstoppable just because they're hard to play. But I do feel like if the strongest killers should also be the hardest killers to play.

    I don't know if the Nurse goes too far, but I do feel that it's way better that the nurse is strong but hard to play rather than strong and easy to play.

    I wouldn't be against nerfing the Nurse but making her easier to play, but the Nurse and her power is iconic and I don't feel like she's that much of a problem personally.

  • @TGB said:

    And the most fun part of every match is predicting that the Survs will talk trash in post-game lobby. And then they do.

    It's legitimately and provably in over 80% of my games that I get called a noob, a camper, a tunneler... And the point here is that these games are also recorded, and EVERYONE will be able to see very clearly that I hook a Surv, and the other 3 are literally within arm's reach. And they're mad I don't just LEAVE the hook for absolutely no reason at all, and LET them unhook for free and clear gens for free and etc etc etc.

    They ALWAYS got somethin' to say.

    Always.

    And I love that I'm recording it.

    This is my new enjoyment of the game.

    It also makes the miserable defeats more bearable, as I am recording the showcases of why Survivors have it SO EASY in this game these days.

    All in all, good times again thanks to recording.

    100% of games fall under two categories:

    1) I get clean swept, and the Survs teabag and say nothing post-game.

    2) I kill at least 1 Survivor, and the post-game is an explosion of Survivor BM & namecalling.

    Actually 100% of my games fall under one of these two categories. LMAO!

    I need to start recording my games. My experience with survivors is the opposite though. I'm constantly surprised by how nice they are, when I do poorly they compliment me and when I do well they compliment me. I feel like I live in a different universe? Can I ask you what is your rank as killer?

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2200435#Comment_2200435

    Because you don't get to decide what's a 'toxic' play style. That's just an excuse thugs like you use so you can be rude to people, then pat yourself on the back because they 'deserved it'.

    Maybe, if it's posted enough, you will understand it:

    https://us.v-cdn.net/6030815/uploads/OPDVFRZQ1CFI/camping-282-29.jpg

    Read the underlined part, slowly. Then read it again. Maybe it will seep past your bloated ego if you read it enough.

    You're a broken record at this point Power_Guy. I've made counter points and you've put fingers in your ears.

  • Again It's not that I'm not used to tunneling or camping (specifically face camping) It's that the strategy of staying in front of a survivor with an ability that prevents survivors from getting an unhook at all or immediately downing a recently unhooked survivor are both low risk high reward plays from killer where the survivors only counter is to allow the survivor to get sacrificed and to do generators. It's a low risk high reward strategy that rewards killers like..... well you. As you proudly admitted.

  • @Power_Guy said:

    So if I camp because it secures me a win and slows down gens speeds, I'm not playing 'correctly'?

    This is the entitled mindset of the people who whine and scream about camping being 'toxic'; they just want to hobble Killers and get easier matches.

    Don't tell me how to play. Get the heck over yourself.

    Your mindset that 'cAmPiNg Is ToXiC!' is why Survivors verbally attack me & make death threats in end game chat; they figure, since I played 'toxic' by their made up baby rules, they get to be toxic back.

    Camping, slugging, and tunneling are tactics; they help me win.

    Twerking, flashlight clicking, and such are tactics; they anger some Killers & make them switch targets, thus saving friends.

    If you can't accept the fact that the other team is going to use every method (aside from cheating/exploiting glitches) to win; don't play PvP games!

    But don't come in here and say I'm not winning 'correctly' because I don't play by your made up trash rules. That's something a child does. 'Nuh! Your win does not count because you broke the no camping rule! I just made it up when you camped me!'

    I can't remember the last game where survivors said anything but nice things to me post game. And I'm rank 1, but I don't resort to tunneling or camping so go figure.

  • Wait a second, I never once claimed that camping and tunneling aren't mechanics or that they should be removed. I simply said that they should be more difficult to pull off as killer.


    Don't put words into my mouth

  • It really depends on how you're playing. But I personally love the interaction between Aftercare and We'll Make It. I can unhook someone, let them leave the hook and then when it's safe I can go and heal them, or they can come to me. And if I unhook anyone else and they're injured they'll often come on their own to get those spicy post unhook heals.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2200359#Comment_2200359

    That's because there's ONE KILLER. That ONE KILLER needs to equal FOUR SURVIVORS. Hence why FOUR SURVIVORS (Or three, in this case) need to WORK TOGETHER to equal ONE KILLER.

    That's how 1v4 PvP games work. If every Survivor was equal to the Killer in power, then there would be no point to playing Killer. I don't get why this seems strange to you.

    1 Survivor should always lose against 1 Killer. Because 1 Killer = 4 Survivors.

    Hence why it takes multiple Survivors to fight a Killer for an unhook.

    Yes you as killer should be powerful enough in chase to be able to down survivors and win the match. No the survivors should not be struggling to save another survivor from a hook because the killer is bubba who will one shot you eat the borrowed time while watching a movie on their second monitor.


    What part of this do you not understand?

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