microppman
microppman
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- microppman
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do you have your demon strike and your demon dash button set to the same button?
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@RatbasterdJr said:
Yes. A much farther lunge. On the downside, it’s much easier for a good survivor to spin.
thank you
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id put billy as lethal persuer and thats it
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from personal experience, the amount of time you need to put into billy to learn him is also the amount of time you need to put into this game to stop caring about the outcome of the game
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2890470#Comment_2890470
as if its not already dead or was dying slowly
yea and its impressive that you're better at doing it then BHVR
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@AcelynnBen said:
Just....make it duo/solo queue
seriously its not that hard, why not just make so only 2 people can be in a party like every darn game , it would balance out the whole problem of SWF
And sure you might get duo in a duo but it would still give a chance, because they won't be as useful as a 4 stack with comms, sure they might have a bit of team work, but it won't be the same as a 4 stack
The only way i could think of them getting 4 stacks with this duo system is if the matchmaking decided to put them together which is gonna be extremely rare
This will make both soloQ players and killers have a better chance, because let's be honest if u are in a soloQ while there are 3 SWF that clearly have no intent of playing with u, it tends to get frustrating and obviously if you try and talk it out with them after the game they will just gang on you (not that it happened to me before but i've seen it many times while playing killer )
and for killers i don't have to say the obvious, its mentally frustrating to deal with 4 people ruining every killer's day because WHY NOT
this is a master class in how to speedrun killing a successful game
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the argument "Dont camp in endgame, go out there and practice chase more instead" doesnt make much sense to me, all that is going to happen in that scenario is that you're going to chase a survivor and then they'll run to their 99'd door and leave, and thats not something that you're gonna learn from
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i made this post a while ago and I got called a smurfer lol dont try to reason with forum users
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non facecamp bubba is actually quite hard against good survivors, he definitely requires more time to learn than everyone in c and most in b
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if the whip was as good as an m1 sure, but the whip is so much better then an m1
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yes that was exactly it, i thought it was breakout cuz thats just what I was using when it happened.
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@CryptFriend said:
People do call for basement to be reworked, actually.
Opinion: If you can't manage hook loss, it's a you problem, and not a game problem.
Hooks getting destroyed upon sacrifice is a mechanic designed to make killers put thought into where and when they sacrifice survivors.
Is it outdated? I doubt it.
there are very rare scenarios where if a hook is permanently destroyed, you can't hook someone if they are in a certain spot unless you have a perk, forcing you to slug, which is super cringe imo, but luckily its rare
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2833464#Comment_2833464
very interesting choice, I don't think I've ever used whispers so I am surprised learning it does that
yea i thought whispers would be my dream perk until i realized it would only be usable once per game, before i hook anybody
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id make whispers not track hooked or downed survivors
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wait, does that mean, dont tell me, you're doing a s s s s s swf with comms? oh the horror
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i do it every time i play killer brother its not impossible
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@JonahsTablet said:
I'm curious on what the general consensus is regarding how to fix Billy, I personally just want overheat removed, I don't really care for his add-ons, although I can see how people who
crutched onused his add-ons before would like to see them returned to their former state.hi, billy main here, i think the only thing he needs is less cooldown on unsuccessful chainsaw dashes, reduce it by like 15-20% or so, against good players, missing a chainsaw right now is way too punishing, as they will use that time to W key to the next tile and waste a lot of your time. Other then that I think hes fine
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if you're playing killer, since you're not a developer, just take your losses with a grain of salt, you have everything going against you on that map, so dont let it get to you.
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i didnt switch to maining survivor so technically this post doesnt apply to me, but the main issue with survivor imo is that you cant win (escape) and also have fun 99% of the time
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2818493#Comment_2818493
not sure where you see comparatives here but okay
in the post you imply that ruin undying tinkerer alc ring blight isnt op (which i dont necessarily disagree with) but you say spinning is "not fine"
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aint no way you just compared ruin undying tinkerer alc ring blight to spinning the killer, aint no way, aint no way
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if you're talking about how good killers are when played at the "highest level" (whatever that means to you) vs survivors doing the same, this isnt super accurate, but this might be accurate in terms of how killers perform against average to high mmr solo teams
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yea once I got comfortable with billy and started maining him i started noticing that i dont give a ######### about 99% of the ######### that messed me up as pig or something. its super nice, hopefully it insentivises more people to play him
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if you're asking for addons, my personal reccommendation is purple speed and purple wall hacks
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the simple answer is people dont have time
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@KajdanKi said:
We can talk about killers in same way.
Its very frustrating to go against killer who olays like trash whole match, looping him like a baby just to die on very first hook when gate is open due to NOED and facecamping noob.
If you know you encounter dh each match why dont u use perks giving exhaust debuff???
all anti exhaustion perks suck so hard lmao
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2734049#Comment_2734049
If Clown is too strong with Pinkie Finger, I'm the sugar plum fairy.
good argument with well said points, well structured, my argument is countered good sir
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2733054#Comment_2733054
Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.
also if it really is "top level of play" being able to actually hit the bottle isnt a problem at all
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2733054#Comment_2733054
Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.
if balancing for people who are "at the top" kills the fun for lower level players (99% of the playerbase) then you shouldnt do it. there are ways to balance things that appeases to all levels of play, but pinky finger as is, is only balanced for like 1% of players, and is unfair to the rest
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@danielmaster87 said:
Complete detachment from reality. That's what the nerfing of this perk and add-on signify. A strong add-on made weak, and a weak perk made weaker.
Pinkie Finger to me is the one add-on that (kind of) makes Clown viable, and is completely fair. Suddenly a killer who has to hit you with his basic attack twice, and with his power 4 times, to down you is hitting you once or twice with his power and once with his basic attack. Is this a bad thing? No. This add-on is not just an unnerfed Iridescent Head; it's a fairer once. It's not like you aim on a survivor, let the bottle fly, and then they get downed. Take into account survivors are difficult to hit with their movement even when hindered, you have to reload after you're out of ammo, the Exposed goes away as soon as the Hindered does, and the bottle arc and speed is just so difficult to be accurate with.
Try the add-on for yourself if you don't believe. You will wind up with chases that took longer because you tried to use this add-on than just chasing normally. You will not hit survivors dead on every time. This add-on takes skill, and when you nerf skillful things, you promote less skillful things because they have equivalent or better results.
Gearhead was already an outdated perks because it's gen info. Gen defence and info perks at this point are a joke, because survivors can just do gens and waste too much time in chase for you to even use those perks. That coupled with Gearhead's ridiculous activation requirements made it an unplayable perk. So instead of buffing the perk in a super obvious way, like making it activate on any skill check, not just great ones, the devs do a horrific rework of the perk.
Instead of seeing the gens with a yellow aura, you just see the survivors' auras who are working on the gens. What's the big idea? Do the devs not realize that 1 person on a gen can just hide behind the gen's aura, like they can against BBQ, and deny that info to the killer? It's complete nonsense that THIS is what a killer perk buff looks like. It's even worse than it was before! Yes, I know they buffed Dead Man's Switch, but I have zero confidence that that perk will stay as is. Once it hits live, if it even does, I can already hear the "this killa perk OP!" battlecry of the survivors. Blocked gens don't even regress.
If you thought killers were going to be 'satisfied' with a midchapter like this, you are sorely mistaken. This is about buffing survivor perks once again, not nerfing their meta, and regurgitating seemingly random killer perk changes. I don't even know why I typed all this. It won't change a thing.
pinky finger clown is basically perma tier 3 myers that also could slow you down, i think the addon should be reworked entirely, it makes games that are at any level other then top level completely unfair
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@BlighTown said:
What killer do you enjoy a lot and always have fun no matter how long you play it?
if you have a learning mindset billy, if you dont have that mindset though stay away he'd be the opposite of fun
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this was amazing because it proved that people who complain about balance just need to fix their skill issue
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@Epitome said:
Seriously think about it.
The perk was garbage before the nerf (people would just tunnel through it anyway) but now it's even more garbage cause it deactivates if you sneeze.
I'm here for the totem and gen deactivation but healing? Seriously? It should deactivate when you finish healing.
Those opinions aside, they should alter it since it's still trash.
Make it actually decisive.
(it's not called Lucky Strike)
Rather than a sad one-shot skill check, it should be switched to Active Ability key/button, and you should be able to decide when to use it. (Still with one use of course) It's meant to discourage tunneling, no? Well, what's more discouraging than walking to a hook laughing to yourself about how easy that tunnel was only to get stabbed before you get your hook?
I play both sides and I've never had a problem with Decisive Strike as a killer.
I think the only people who complained about it were those who actively want to and like to tunnel.
(Which I do on occasion as well, like anyone playing Killer does. But never once have I gotten stabbed and said "I didn't deserve that")
EDIT: For those who don't read the comments, I agree, the deciding when to use it is a bit much and abusable so scratch that bit, but aside from that, the rest of my opinion still stands. It's my opinion and you don't have to agree. :]
get better
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@Aurelle said:
This has probably been said many times already, but I want to give my opinion on killer in it's current state.
Killer is very stressful to play right now and it really shouldn't be. Just to give some perspective, here's what killers have to keep track of:
- Managing generators
- Managing the 4 survivors
- Chasing survivors around loops, windows, etc.
- Downing and hooking survivors
- Putting out Boons (If the survivors bring any)
And all of these can be affected by maps, map size, perks, etc. The current survivor meta doesn't help with the stress factor on the killer side, either. The survivor meta right now is to put up Boons, quickly heal, rush gens and get out as soon as possible. This why some (if not, most) killers have resulted to camping and tunneling or using No Way Out and NOED. Because it's the only way to win as killer right now.
All I'm asking for is some QoL improvements for killer and balance things on the survivor side so killers can actually have a chance. This game should be fun for all players, not just one side.
stress is caused by your expectation of how the game should go. if your expectation is to "win" and your definition of a win is something along the lines of killing eveyone, then you're setting yourself up to be stressed, my advice is the change your expectation of what you want from the match, which could be something along the lines of improving in chase, since there really isnt anything else you can do due to the balance of the game.
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i literally cannot play the game without shadowborn i get spun so hard without it
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@Axx said:
https://forum.deadbydaylight.com/en/discussion/comment/2722287#Comment_2722287
I mean people that sweat face people that sweat. It just happens to be that almost every playable killer can't compete against sweaty survivors. It has zero to do with people not being at the correct MMR and so on. It all has to due with the game balance. People shouldn't have to tank their MMR so they can have a good time. The game needs better balance outside of average skill level.
the teams that you genuinely can't beat because of game balance dont play pubs, they only play in custom games tournies, people just need to fix their skill issue
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@Axx said:
So what you are saying is that competent killer players that enjoy playing off meta killers should intentionally lose until they get to a point where they can have fun by facing opponents of lower skill? Hmm. That sure sounds like a big issue to me that should be dealt with. Shouldn't DBD be a fun experience on all playable killers at all skill levels? Sorry If that is a crazy idea. I have them sometimes.
it was just a suggestion to killer players that sweat their balls off, and then ######### about getting sweated on back because mmr.
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all of em, i think the only map in the game should be a flat plain with no generators or pallets or windows
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2720836#Comment_2720836
Oh man do I disagree with this.
A good bully squad goes into a map with a plan that, if you aren't playing specific killers, is almost impossible to beat. A bully squad isn't just trying to win - they're usually trying to get to a position where they can 99 the last gen and then stall the game out for half an hour.
- They'll abuse spots on Asylum and Eyrie where you can't pick them up.
- They'll abuse spots on maps where a single sabo makes an entire region unhookable, and will keep that hook sabo'd for the entire game.
- They'll abuse dual lockers and dual flashlights to stall the game out forever.
- They'll bring 4x BNP and 2x PTS and you'll lose 2-3 gens before you know what happened.
- If all else fails, they'll lag switch or hack.
https://forum.deadbydaylight.com/en/discussion/comment/2720555#Comment_2720555
I hate to tell you this, but that wasn't a bully squad. That was 4 people trying to meme with HO.
A bully squad would be 2 flashlights and 2 sabo boxes, DH and stuff.
if its a team thats actually trying to do the gens and win, i wouldnt call it a bully squad id just call it a sweat squad. sweat squads are near impossible to beat yea
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2720831#Comment_2720831
That's only an assumption neither of us can prove, and anyway that's besides the point.
Some people are obsessed with this whole idea that perks = success, and completely forget about skill, experience and creativity. That's the main point which I feel people need to understand: perks are nothing without skill.
Anyway, your entire post was about playing at a level you can enjoy, so I fail to see what the point of your response was. If they are a lower team or high-skilled, how can you be so certain? It can only be done based upon a subjective view and guesswork.
The strategy i use to get put at a good mmr places me in an mmr that i can win with my skill, rather then my perks, which is awesome, i can practice billy, and the result of the game is however well i played that game
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@Marc_go_solo said:
You can enjoy matches and get kills, especially against the (actually, pretty rare) bully squads, so long as you're willing to role with the punches. I had this match very recently against a team (I know so because of the co-ordination of the Head-ons, Flash Bangs and how they played in general to save their friends). Unfortunately, they didn't have a good day - they had a lower-than-adequate day:
https://us.v-cdn.net/6030815/uploads/FRZQNCK468FR/abf04271-eb89-4859-825b-44a92d5aab76.png
As you can see, it was a randomized build I had, and it still overcame a 4-man swf. Sure, maybe they're not apex assassins, but they were well co-ordinated and had some nifty moves.
But my point is that the meta, whilst obviously called that for a reason, is absolutely not required to do well and I actually hear exactly what OP is saying, and this hopefully is a bit of evidence to prove you can enjoy and play the game how you want and still succeed. It would be great if people were to see it that way.
its very easy to think that the survivors you're facing are better then they are when they are giving you a stressful game
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@kaskader said:
Crouching: Increased crouching speed to 4.0 m/s (was 3.6 m/s)
Ambush Dash: Increased movement speed to 9.2 m/s ( was 6.9 m/s) And increased its duration to 2.25 seconds (was 2 seconds)
Jigsaw Box: first box will never contain a key (was random).
Decreased the search time to 6 seconds ( was 12 seconds) Skill Check chance modifier has been removed.
Reverse Bear Trap: Increased bear trap attaching time to 3.5 seconds ( was 3.3 seconds)
Death timer has been increased to 165 seconds( was 150 seconds).
this does really fix the issue of her ambush being unusable if the survivor drops the pallet, so i would so this would be only a nerf with no benefit other then the crouch speed
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2720837#Comment_2720837
Again, if you smurf and "cheat" the system, you are disguising that issue.
We want it to be fixed, right? BHVR loves to go off of data, so show them that the system is dumb.
read my previous replies on the thread if you want to know why thats not the case
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@Marc_go_solo said:
You can enjoy matches and get kills, especially against the (actually, pretty rare) bully squads, so long as you're willing to role with the punches. I had this match very recently against a team (I know so because of the co-ordination of the Head-ons, Flash Bangs and how they played in general to save their friends). Unfortunately, they didn't have a good day - they had a lower-than-adequate day:
https://us.v-cdn.net/6030815/uploads/FRZQNCK468FR/abf04271-eb89-4859-825b-44a92d5aab76.png
As you can see, it was a randomized build I had, and it still overcame a 4-man swf. Sure, maybe they're not apex assassins, but they were well co-ordinated and had some nifty moves.
But my point is that the meta, whilst obviously called that for a reason, is absolutely not required to do well and I actually hear exactly what OP is saying, and this hopefully is a bit of evidence to prove you can enjoy and play the game how you want and still succeed. It would be great if people were to see it that way.
also, bully squads are the easiest teams to 4k in dbd
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@Marc_go_solo said:
You can enjoy matches and get kills, especially against the (actually, pretty rare) bully squads, so long as you're willing to role with the punches. I had this match very recently against a team (I know so because of the co-ordination of the Head-ons, Flash Bangs and how they played in general to save their friends). Unfortunately, they didn't have a good day - they had a lower-than-adequate day:
https://us.v-cdn.net/6030815/uploads/FRZQNCK468FR/abf04271-eb89-4859-825b-44a92d5aab76.png
As you can see, it was a randomized build I had, and it still overcame a 4-man swf. Sure, maybe they're not apex assassins, but they were well co-ordinated and had some nifty moves.
But my point is that the meta, whilst obviously called that for a reason, is absolutely not required to do well and I actually hear exactly what OP is saying, and this hopefully is a bit of evidence to prove you can enjoy and play the game how you want and still succeed. It would be great if people were to see it that way.
no offense, but if you're winning with that build on wraith, your mmr more then likely isnt very high.
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@BenZ0 said:
the argument of "just dont expect to get kills" doesnt make sense since we (ppl who dont enjoy high mmr) never are saying we want more kills. You cannot have fun with other perks if your games dont last even long enough to get any value out of these perks.
no not really, when you lower your mmr by using bad perks, the only real difference in the games is the gen speed
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@BenihimeWrath said:
I literally just don't kill survivors anymore. People will call it smurfing, but thats only with the understanding I'm doing it to win, which since all survivors escape it means I, in fact, lose every game.
I just go for 8 hooks and get maximum irritated with survivors that just let their teammates die on hook.
i would say intentionally not killing people ever is smurfing, i think you should be killing people still, just not trying get someone out of the game at 5 gens
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2719141#Comment_2719141
Don't see how a killer can play sweaty. Their entire goal is to kill survivors and everything in the arsenal are tools to do that. 4 slowdown perks are just a waste anyway, they might buy a little time but overall it's on survivors how long or effective the prove to be.
my play sweaty i mean stuff like hard tunnelling and camping
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@MrPeanutbutter said:
I’ve found the most enjoyable matches have been the ones with good survivors at a higher MMR but solo or two-man SWF. I enjoy having good chases 1 vs 1. This tells me that SWF is the biggest factor destroying killer fun, not MMR. I wouldn’t advocate for eliminating SWF (hey, I enjoy playing with my friends too) but at a certain MMR level it’s clear that good survivors + comms is busted. I fully understand this is not a new or fresh take 😉
i personally think that swf is peak fun, unless its the the swf type that just tell their friends to do gens on other side of the map while they are in chase, but the flashlight teabag cj tech squads are literally my favorite games
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/2719136#Comment_2719136
The OP's suggestion isn't about "Letting survivors have their fun until you lose enough to have your own." It's about having your own fun and letting the MMR fall where it may. At least that's how I took it.
thats exactly what i mean