konchok
konchok
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@DwightKrackers said:
https://forum.deadbydaylight.com/en/discussion/comment/1524612#Comment_1524612
You have a nice take on the meaning of "crutch" and made it fit the narrative you created 🤩
Unfortunately, the actual definition (I found) does not support your own definition of a crutch. Closest reference to a crutch within the context you are looking for is 🧐
"a thing used for support or reassurance."
Which doesn't fit NOED at all 😆
NOED doesn't provide ANY support for 95% - 99% of the game. And what kind of reassurance can one have that not all the totems will be cleansed before NOED could be of any use whatsoever? There is no such reassurance. The Killer has to wait . . and see 🤷♂️
On the other hand . . .
Decisive Strike does provide support for a Survivor who is unable to evade the Killer after being unhooked.
&
Unbreakable does provide reassurance that if a Killer slugs to avoid getting hit by Decisive Strike that they can still get up from the dying state.
You are welcome 😇
support and reassurance, lol. Like a teddy bear. LOL.
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The developers need to address this immediately. Those survivors would have felt absolutely hopeless. They had no time to figure anything out. They have no perks. They may not even know how to break out of madness.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1524612#Comment_1524612
It was true until survs got killer perk synergy removed :(
But you can't touch me perks are fine for survivors it seems..
There are plenty of synergies between killer perks and abilities. I'll give you several examples.
Ruin and Surveillance
Nemesis and any obsession perk
Pop and Thrilling
Monitor and Infectious .
Now, I will say that Killers are stuck using a smaller list of useful perks as compared to survivor and that I think needs to change.
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@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1524565#Comment_1524565
You think DS Unbreakable isn't a crutch, but noed is? Lmfao.
Let's talk about the meaning of "crutch" for a moment. Crutches are things that you lean on when you're weak, right. So it would stand to reason that a crutch in a game would be used by those that are insecure about their abilities. NOED fits this definition to a tee. Confident killers will not run NOED because they're confident that they can win before getting to the end game. However, for killers that are insecure it is quite common. DS and unbreakable are meta perks, but they're not crutch perks in the sense that they are almost never run at low ranks. Survivors who are weak rely on self-care because they are not confident that they can last in a chase and are uncomfortable being hurt. So self-care is a crutch.
Using a build that has synergies is not a crutch either. Any proper build will take advantage of synergies between perks, this is true for killer and survivor.
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I run it on spirit when I'm running the activation add-ons. It allows you to hit then the combination of the reduced time to wipe + reduced activation allows you to get a second hit really easily.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1522260#Comment_1522260
You literally just admitted that NOED can be denied by cleansing the totems, so how is it a crutch? Survivor crutches can't be denied, only played around, which is why they are crutches
Cleansing totems is "playing around" just as much as leaving a survivor slugged to avoid DS.
A crutch is something you lean on when you're hurt or weak. NOED is a crutch because you use the perk when you're bad at killer to secure free kills.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1520812#Comment_1520812
You can't claim something is a crutch perk when it's mere activation is able to be entire denied
For NOED to be denied they would have to have been able to do all gens and all totems. If that happens than you were completely out matched. So if you lose your NOED because of that. Somebody just made you there SUB.
NOED is not over powered. But it's absolutely used as a crutch. And I would say that running NOED is smoll pp.
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@OldHunterLight said:
As an Oni main..... This hurts me as well.... I hate downing a survivor just for the camera to freak out and turn me to another side, also when I get my power without absorbing orbs, not being able to use my power is messed up.
I think the trick to avoiding this is to avoid picking up a survivor if you're at 99 percent gauge. I think the bug only happens when you're holding a survivor.
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I feel like flip flop could just get a straight numbers buff and it'd be good.
When in the dying State, 100 % of your recovery progression converts into wiggle progression when you are picked up by the Killer, up to a maximum of 50/65/80 % total wiggle progression.
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You have bad ping. Maybe stop using a VPN.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1517440#Comment_1517440
You're putting words in my mouth.
I never said your opinion was wrong, nor can someone's opinion ever be wrong, and I didn't say you were bad. I said that the current match making system is bad because it puts high skill players with low skill players.
You seem to be heavily projecting what you think onto what I said.
I'm not sure that you're saying much of anything to be honest.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1517420#Comment_1517420
If you're trying to prove a point about how killers are now weak, you've picked a terrible time.
The MMR has quickly grown a reputation for matching up experienced players with new ones, leading to laughable easy games.
Now, of all times, is the most likely for killers to get 4K's.
So Rank isn't an indicator of skill and MMR isn't an indicator of skill. So basically, my opionion is wrong because I'm bad but I don't know I'm bad because I'm only playing vs potatoes and I'm boosted apparently. All the while you know that killers are unfair because you're not being paired with potatoes? I'm not sure I understand your logic.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1517415#Comment_1517415
Ranks are now meaningless as a way to measure skill since the MMR update.
They are only a sign of how long you have played.
Allow me to roll my eyes. I've 4k'd all but 2 games since MMR has been released.
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@wildcardyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1517392#Comment_1517392
nah if you play against 4x of your average rank 1's that are 2000 hours, you will see how ridiculously imbalanced this is. killers shouldnt have to play against multiple potatoes to stand a chance
I'm a high rank killer. Killers are in no way weak. A strong swf vs a decent killer will result in a 2k game. Honestly this game only feels balanced at high ranks. Low ranks are a ######### show.
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@ClickyClicky said:
P3 Blendette with sprint burst takes 0 skill
Situational awareness is still a skill. Getting a P3 outfit is an investment as it requires going through the bloodweb 3x. And using a perk like sprint burst in a way that benefits rather than hurts the team is a skill.
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All he had to do was change how he was playing. But he chose to slug to build pressure and then is shocked that survivors who have all perks specifically set to counter slugging are able to counter slugging.
The OP seems to be suffering from just a little entitlement.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1481295#Comment_1481295
Thing is lockers are supposed to be a stealth mechanic, not a "Oh ######### the killers on me, better jump in a locker and make the killer leave or run out the timer because this has no counterplay" mechanic.
Lockers are simply an item in the game, and they're used for more than just stealth. Unless you consider head-on to be a stealth perk. Don't make up bogus killer rules and then state how survivors have somehow broken them. You're no better than the survivor complaining about killers slugging.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1449427#Comment_1449427
That would be a cool rework, it would actually fit as an anti tunnel perk, I would also make it disable while doing a gen, healing, and jumping into a locker, cause lets face it, your not being tunneled if your doing any of those things.
You can absolutely get tunneled and use a locker to try to avoid the tunnel. Pyramid Head is the worst offender of this.
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@andre70x7 said:
If penalty system gets put back in i'll straightup just leave the game.
Please do
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1464693#Comment_1464693
It happened to me.
https://us.v-cdn.net/6030815/uploads/6VT2LOV03XL5/exploit-png.png
Literally 4 minutes ago. I pre-chose Doctor, switched last 5 seconds and they thought I was going to be Doctor.
I'm pretty sure that on their screen post match you showed up with no perks and showed you as a doctor. It's a pretty common bug. Survivors can't tell what killer you're running before the game starts. If they had software to determine what killer you're playing why wouldn't they use calm spirit?
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Change "second wind deactivates if you are put into a dying state" to "second wind deactivates if you are put on a hook"
If that change was made it'd be a very solid anti-tunnel perk.
And rather than it specifically stating that it heals from injured to healthy, have it say it heals one health state.
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Freddy. How is Freddy not an option.
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@AhoyWolf said:
I think only making it a guaranteed fast vault is good enough.
But I would still make some changes.
Hurdle
When you should do a medium vault it would be a fast vault instead, does have a cooldown of 35/30/25 seconds.
I like that change. It would mean that it couldn't be used when fast vaulting on accident. And if that were implemented than the increased vaulting speed isn't needed.
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Yeah for me too.
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@Marcavecunc said:
Maybe if the cooldown was a bit longer, and/or making it an exhaustion perk. Because otherwise, the way I see it, it's only going to be super abusable and making infinite loops a thing again.
I thought about giving an invincibility frame and an exhaustion affect. But I just feel like at that point it wouldn't be used. This may open the door to loops that aren't available so I can understand why increasing the cool down may be needed for balance. But I also wanted it to have synergy with quick and quiet and windows of opportunity. However, I don't feel like it's powerful enough to justify exhaustion.
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@Sir_Bassington said:
https://forum.deadbydaylight.com/en/discussion/comment/1427811#Comment_1427811
any killer can do that, oni can do it, huntress can do it, nurse can do it, hag and trapper can end a match in seconds with proper trap placements, etc. any killer can turn a game arround as resources gets used up and survivors make mistakes.
Let's be clear, snow balling itself is not an issue. But a balanced killer pays a price to Snow ball. Oni needs to get survivors bleeding and prevent them from healing and find the pools of blood in the map. Huntress is a 110 speed killer that relays on accurate hatches to make up for her lack of mobility, HAG is also 110 percent and requires a web of traps and cannot chase. And Trapper has weaker traps than hag but gets to move at 115 percent, however, notice that trapper has no mobility.
This is what balance looks like. These are killers that cannot win without snow balling because they have legitimate downsides.
Billy does not need to Snowball to win. You can tunnel to your hearts content then use noed and kill all survivors. A good survivor can win against Billy, but that's not the root of the problem. The problem is that bad Billys that should not be winning games will win games anyway.
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No hex, but remove the double BP. That's just unnecessary.
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@Frontdoor6 said:
As I said, these Hillbilly changes will happen no matter what we say. Just like with the Ruin change, we told them it was a bad idea, we wanted it to stay the same. And what happened?...nothing, new Ruin came in and nothing was said afterwards. I don't get why the Devs want us to give feedback when they don't decide 'yeah, maybe this was bad, maybe we should leave it', I mean, what are the chances Hillbilly WON'T change after this PTB?
Changing Ruin allowed for smaller maps and survivor toolbox nerfs that have greatly improved how it feels to play killer. In addition to that, killer builds have become more diverse and interesting and current meta perks actually have interactivity between survivor and killer.
If this change is like Ruin, then the Devs should absolutely ignore your entitled feedback.
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@Weeb_H_Toast said:
What is NOT fine is the fact that after the devs said they'd stop making addons with downsides, they make over half of billys addons have downsides, a 3rd involve the survivors you're fighting having a flashlight equipped. Why are there addons that have no function if the survivors don't have a specific item.
And the only consistently useful ones are either Very Rare, Uncommon, or Common.
I think that they should rework the add-ons to reduce how punishing the current overheat mechanic is. Add-on to remove over-heat after breaking a pallet. Considerably reduced overheat while sprinting. Considerably reduce overheat while revving.
I'm generally alright with his nerfs, but I think that the add-ons should be used to remove parts of the nerf and you as a player can adjust your add-ons to get billy to play and feel a way that works for you.
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@Yamaoka said:
I only use it when I'm in the mood to play jumpscare Bubba. As jumpscare Bubba I will hide near generators, chests, exit gates, hex totems etc. Here's a sample:
If you watch closely you will see someone was actually hooked in the first clip but since I want to use Insidious in a "fun way" I won't even be near a hooked survivor. Instead I will try and make everyone paranoid by hiding SOMEWHERE in the map.
I could be near that chest you wanted to plunder, or near the shiny hex totem you see in the distance or maybe I'm next to that 90% generator. 😈
But yeah most people just use it to camp hooks so I can see why it needs to be changed eventually. It's an unhealthy perk especially for solo survivors.
I approve of your deviousness.
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My proposed change: You guide your victims along a path of pain and punishment.
After kicking a Generator, you call upon the Entity to block the Generator for 30 seconds, the affected Generator will be revealed to all Survivors by a white Aura. after the generator becomes unblocked you become undetectable for 15 seconds.
Trail of Torment can only be triggered once every 70/60/50 seconds.
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@Crowman said:
Huntress Lullaby does have an effect at 0 stacks. It adds an extra regression penalty from failed skill checks.
Then you should be notified when you miss a skill check.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394649#Comment_1394649
Didn't know that freddy had ranged attacks, a counter to DS or straight up teleporting through walls during chases and oneshots. Oh wait you have no clue aboout gamedesign and want survivors to play the stupid loop game, moving on.
Yes, Freddy is underpowered, lets give him ranged attacks, teleporting through walls, and the ability to counter DS. That way he'll really have everything.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394625#Comment_1394625
exactly, you prethrow the pallets so he basically never gets PWYF and nemesis. If you wanna talk about a good killer without breaking the game take freddy as your base for a killer.
Freddy is everything in a handbag killer. He's literally the worst designed and most boring killer in the game.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1394615#Comment_1394615
He's still garbage, the thing is that an experiment during a time where survivors are trying to get their crown is stupid to begin with. He's gonna sweat his ass off with an optimal build against people derping around. The optimal play against nemesis/pwyf LF is to just drop the pallet early and use windows as much as possible if you're not the obsession. If your teammates are not doing gens or if you're on a bad map then it's gg but that's just DBD for you.
Alright, how do you counter a nemesis play with your food bubba. Pre-throw pallets? With these perks Bubba is easily mid-tier and definitely not the worst killer in the game.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1391635#Comment_1391635
I remember he used to say Bubba was weak himself. When did he change his mind? Since Nemesis/PWYF became a thing?
To be fair without Nemesis/PWYF he is pretty weak against good survivors. It's just that with that combo it allows his power to be really really strong. New perks coming up can shake up the meta.
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@Zender said:
BHVR has given you the answer my friend, it is called: Spirit, Billy, Nurse, or Freddy
(rank 1 killer, rank 1 survivor)
Spirit, Billy, Nurse, Freddy, Executioner, Doctor, and Hag.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/164117/genrushing-does-it-exist
When survivors split up and work seperate gens ignoring almost everything else, thats gen rushing and there isnt much a killer can do about it. Its the same as tunnel vision, ive seen people do gens with activated rbts on their heads, i saw a team let someone go into struggle state to finish the 3 gens they were doing. If youre killer and not playing a perfect game, you lose. Or at least youre going to have to get very dirty. So yeah,gen rush is a thing. People skipping totems, chests, unhooks and everything in between to get gens done.
That said a lot of solo que games they rush the first 3 then fall apart and get stuck at 2 so you cant solo gen rush. Its a team effort. Solo ques can gen rush but its a lot harder
Everything is time management with an end goal of escaping or killing. Killers and survivors should expect the other side to play optimally. To expect killers or survivors to play less than optimal is to ask for a handicap. Anyone complaining about tunnelling, camping, or gen rushing just screams entitlement to me.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1375081#Comment_1375081
If you don't think unbreakable is that effective, why run it? I'm glad its working for you, but that build seems awful, TBH. LOL
Lots of build rely on perk synergy to make them stronger. Perk synergies generally are about using multiple perks with similar ideas. We'll Make it and Borrowed or Discordance + Surveillance.
You may have several games where you aren't slugged, but getting slugged is super common. Slugged for the 4k, Slugged because of Ruin, Slugged because you ended up going down as you were going for the unhook, slugged because of you're going against Myers or Nurse or Oni.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1375022#Comment_1375022
Are you really suggesting someone should bring not one, but two perks just to counter slugging? Cuz that sounds fun. 🙄
I don't think that unbreakable actually counters slugging all that well because it can only be used once and even if then if the killer is near your slug they'll just smack you back down.
Also, at least within the red ranks slugging is very common. And at the lower ranks NOED is very common. You can roll your eyes, but I've had a ton of success with this build. This build hard counters slugging and NOED. The only real drawback is if a team mate doesn't bring DS then it's unlikely you'll get slugged. But it's rare that there isn't someone running DS.
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I honestly think it's quite a powerful perk. I don't think it's meta and I feel alot of people use it incorrectly.
It has 3 major uses.
- is to waste the killers time. Killer just hooked someone and is coming to your gen to kick it, pop or not. block it. Now they have to either go back to the hook or wait for it to become unblocked.
- Is to 99% a gen safely. As gens get completed it is easier for the killer to patrol gens. You can 99% a gen block it and leave to another gen and start working on another. The killer now has several gens that are all nearing completion that they have to protect.
- Because all survivors can see the aura of the generator, its a good way to communicate in solo queue that you've been pushed away from a gen but that it's nearing completion. I've had several games where I've blocked a gen and never even bothered to go back to it because I knew my team mates would take care of it as soon as it became unblocked.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1374897#Comment_1374897
I find, that especially when solo queueing, I will cleanse 3-4 totems WHEN IM HUNTING FOR THEM AND NOTHING ELSE and still end up not being able to find one, and then to find out hey look no one did it and now theres noed, after you scraped together the other gens
Honestly, soul guard is a really good counter to noed. I'd say if you're solo, ignore totems and run - Soul Guard, Unbreakable, Dead Hard, Borrowed Time. Noed killers will try to slug to increase the number of survivors they kill and to protect their totem. So you'll get soul guard value in just about every noed game. And it makes it alot safer to go for an unhook vs a noed user as well.
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It would definitely broaden the amount of perk synergy that he has. I think that'd be a good change.
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If you're maintaining stealth the whole game, you'll just be single hooked. And when that happens, know that you cost the team the match. It's important to attract attention to yourself if you haven't been hooked and your team mates have. Now the inverse of this is true. If you're the type of person that wants to be tunneled into the ground. If you die before the second to last generator was complete you also cost your team the match.
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@Wiliam_Bill_Overbeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1367652#Comment_1367652
The Mini-mori is fine, It's just the free-mini mori for trails isn't, I want some counter to being tormented, like how the plauge has the foutains to remove the sickness that gives you broken, or the doctor has "snap out of it" it seems off that they can just sit there and farm you at the tormented level to have that free mori essentially 100% of the time. It'd be like doctor forcing everyone to tier 2 of madness so survivors couldn't snap out of it, making it way harder to focus because now you're affected by so much stuff for it and you can't help yourself.
You realize that the reason that they don't use the other 2 states is that it benefits the survivors when you do most of the time. I'd be ok with providing another way to remove torment if it offers a plague like benefit for doing it. Otherwise I feel like that it's alright the way he is.
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I feel like his ability to mini mori is a bit of his kit. He seems like he's in a really good spot balance wise and shouldn't be nerfed or buffed right out of the gate.
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LOL
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@Pigforever said:
Stay out of the dream world and he has no powers.
Staying out of the dream world is such a time sink. It'd be like pig, except pig doesn't need to put the hats on people and they can only be temporarily be disabled by finding a key, but turn back on again after a cool down.
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@PigMainClaudette said:
Well, they all suck to have happen to them. Seriously, play nothing but survivor for two months straight, and you'll see everything they all complain about.
There really aren't that many SWF groups, and not all of them use comms. Respectfulnancymain and I occasionally play together and we don't use Xbox Party Chat at all. The whole SWF thing just sounds like an excuse at this point.
As for your last little sentence, the titles of the roles are misleading. Killer is a much snappier and more catching title than Torturer, Tormentor, Hunter or any other similar thing. Same goes for Survivor, since it could be changed to Victim and it'd have a similar description to the actual gameplay. I know that heaps of people don't care about it, but look at what the Pip system asks of you: HURT Survivors, Hook them, keep them off generators. Kill them when the time is right. I can guarantee you that it is entirely possible to rank up to Rank 1 (theoretically so don't go biting my head off!) without actually killing anyone as far as I know. I made it to red while dying in heaps of my games because I play to my objectives. There is more than one way to play killer, and more people should branch out from the typical skulls-on-the-end-screen mentality.
Are you seriously suggesting that Killers shouldn't kill and that's some alternative play style?
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1364463#Comment_1364463
1st. he runs the same as demogordon
2nd. he has the same power as demo, but better,
3rd. his cages are overpowered, and that's an "Extra feature", So right there, i think he should get a nurf
4th. i think killers need a buff in general, and buffing his cages is a huge error. his cages already don't work as real hooks, so stop.
5th. If it requires more skillchecks, would you agree with having skills checks the hook itself? pls play survivor and stop saying his cages are worse then what you think
Demo has portals for mobility, his shred is a different ability altogether with different upsides and downsides and IMHO demo is the weakest killer in the game. Do you feel that PH is stronger than nurse, billy, and spirit. If not, then he's not OP and does not need a nerf. But while he may not need a nerf he could have an overall rebalancing to weaken parts of his kit and strengthen others.