not_requested49
not_requested49
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/3272726#Comment_3272726
Do you think making Assassin 115% would be a reasonable buff?
For sure, and at least make the others 105% speed
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@Clockwork_Enigma said:
Today, the new chapter, Forged in Fog, released and with it came the new hex perk, Hex: Face the Darkness. This perk on its own is a really fun and interesting one, but unfortunately it has given rise to a new set of builds for The Cenobite that have been discovered to be completely unbearable and can potentially make the game unplayable for the Survivors.
For the sake of not making this problem worsen, I'm not going to reveal what these builds are. However, what I've noticed from watching other players and content creators using it, is that it's causing players to disconnect mid-match over how frustrating and/or tedious playing the match has become. And soon enough, it will cause more players to instantly disconnect upon hearing the chime of the Lament Configuration at the start of the match.
This is because due to the combination of a variety of perks and add-ons, The Cenobite can make it impossible to cleanse the totems, bless the totems, heal each other, and possibly even complete generators. This could even make it so that Cenobite players can hold the games hostage.
So before this becomes a problem, I'm urging that the following change is made to The Cenobite in order to remove this strategy while keeping the add-ons and perks from being (mostly) nerfed:
- Nerf: The Lament Configuration will now teleport to the furthest location from The Cenobite whenever he is within 16 meters of its location for a cumulative 10 seconds.
- This does not reset upon leaving the range of the Lament Configuration.
- This also disables the aura reading effect of the Chatterer's Tooth add-on.
To be fair tou already "worsened" it because i hadnt even thought of it and anyone can just search up what the build is now that they know a build exists
- Nerf: The Lament Configuration will now teleport to the furthest location from The Cenobite whenever he is within 16 meters of its location for a cumulative 10 seconds.
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@semercury said:
https://forum.deadbydaylight.com/en/discussion/comment/3272768#Comment_3272768
I noticed this too and tested it. Unless I'm doing something wrong, I still don't think it's working. We had an early dc, so the killer farmed with us. I tried hopping in a locker right after the chase music started as well as after it said I had escaped the chase. Still didn't complete the challenge for me.
I'm crossing my fingers for the next bug fix patch, but I'm also starting to lose hope a little with this.
Yeah can confirm, i tried it too it did not work
But hey its a start tho
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3272030#Comment_3272030
Can confirm. I was making sadako p1 and she annoyed me by turning back every time she wants to do a jumpscare :/
Uh, yeah, thats how its always been
She snaps your way to do the jumpscare its just the sudden movement that lets you know when its coming
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3270459#Comment_3270459
I meant for other survivors. Some people might think that custom animations could provide a competitive advantage by making survivors harder to see or even hit, so I decided it would be best to have it optional that way certain animations cannot be used that way.
Wym for other survivors? One cant have it disabled because it would create desync, it just wouldnt work like that because that creates 2 different animations happening at once for different people and death happens at the end of the animation, but theres how can the survivor die if the killer is still in the animation due to different duration times?
It just wouldnt work
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@Fred_krueger said:
Another new patch, still no fix.
I guarantee if this rewarded the BPs but didnt count, it would be fixed july 27th
Well for me it at least says says within 10 seconds now instead of "{2}"
So they did *something* at least with the challenge
Im about to try it myself just to make sure
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@MisterMister said:
Demo
https://forum.deadbydaylight.com/en/discussion/comment/3271595#Comment_3271595
Demo is super load and freakishly grating
At least they removed him so
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@TeabaggingGhostface said:
One of the main reasons i don't level ash anymore
Hearing "who's shitting in the tall grass" every 20s gets kinda annoying
Idk man that sounds funny to me lol
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Wait did they?
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@Iron_Cutlass said:
I think it would be neat if we had the ability to change the animations in game, maybe have it be a new type of cosmetic for animations.
Animation packs can include:
- New Moris for Killers
- New movement animations for Survivors.
- The ability to replace the "point" and "come here" default emotes for Survivor.
Animation packs can be purely visual and have no effect upon gameplay, it would let people see the game the way they want to see it. It can even be used to bring back older animations that people might enjoy more, or bring some new stuff to the table for people to enjoy.
Animation packs for others can also be disabled in the settings, so if some animation is throwing you off, you never have to deal with it.
Not exactly sure how you can disable mori animations when they would be different times. There would be no way to make them all the exact same time without limiting their creative freedom and if they did we probably wouldn't get a lot
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3268579#Comment_3268579
Look at it this way, your climbing and trying to pip your way to iridescent 1, and you get hooked and see that your teammates are potatoes, many people are still gonna play and try to at least safety pip. If you remove the depip entirely there is no penalty in just hook suiciding every match until you get a start you like.
If instead you lower the safety pip requirement to as asn example the silver rank level, there is still a decent chance that someone who gets hooked once and lets go immediately will depip but even against a tunneling killer or with bad teammates a safety pip isnt that hard to get.
No one ever complains about depips when they are in silver, only when it gets harder to pip in gold or iridescent.
Removing the depip would just amplify the issue of hook suicides, just like removing the dc penalty always leads to more dc's.
That is why a lower requirement to safety pip is better than removing the depip
Hmm yeah I suppose you got a point,at the very least the safety pip has to be drastically lowered and possibly the 1 pip as well
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@Archol123 said:
I don't agree with the terror radius reduction to 20 m... 24 or 28 are the minimum... Otherwise with monitor you'll turn him into a stealth killer... And that would be kind of weird...
The 4.0m/s while placing snares does not loose you distance... Survivors also move at 4.0 m/s ... I mean sure you could change it, but it would not effect anything...
70% for 1.5 seconds is way too overtuned dude... This would basically guarantee you a hit at every strong tile if the survivors cannot dodge the snare, and if they can you'll probably get a hit as well just because of the huge way they had to take around it... Also I think when you get hit you automatically loose pinheads chains? Because also in that part this is way too much... The speed boost only lasts for 1.8 seconds... If don't realize it fast enough you'll basically go down instantly...
I mean sure, the general idea seems cool... But the numbers are just way too high...The reason freddy fell from grace is because now his addons are completely useless... There is not a single good addon... His basekit however does not really need much change...
Yeah it's really his addons tbh he's in desperate need of an addon pass that any other killer
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Sadako with ring drawing and iri tape is good too
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3268575#Comment_3268575
While you are probably mostly right, they still dont deserve to be rewarded the same as people actually playing the game.
They aren't being rewarded though lol
I'm just saying how it would hardly matter anyway and some people might actually get falsely identified as having letting themselves die thanks to a tunneling killer or bad teammates
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266534#Comment_3266534
Have to disagree here, if you completely remove depips things will definitely get worse, we already have an epidemic of people getting hooked once and suiciding on hook, how much worse would it be if you get rid of the only penalty for it?
I think the best answer is adjusting the way the safety pip works
If there is a dc, regardless of the rest of the match everyone should minimum saftey pip except the dc person
If the killer hard tunnels 1 person, safety pip everyone
If someone suicides on hook, minimum safety pip everyone but that person
There are plenty of other situations as well you could account for but im sure you get my meaning.
I'm pretty sure people that DC or suicide on hook hardly care about their pips or don't have any anyways
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222567#Comment_3222567
Gotta disagree before DS wasnt an antitunnell perk it was a weapon.
I cant even begin to count the number of times i got hit with an undeserved DS, between downing and having the unhooker wiggle out with a DS bodyblock or flashlight save, or faking working on a gen, or just not being able to tell which meg was the one that came off the hook.
No the DS nerf was well deserved because the perk was abused. Now it is an anti tunnel perk, if you cant get to a structure off the hook with the basekit borrowed time that is a skill issue and poor planning on where you went down.
Lol what? DS is dead, it does nothing against most killers and basekit bt is destroyed by bubba or STBFL
DS does nothing at all but help you last 4 seconds more before getting downed again AND puts you as the obsession which is even worse if the killer has rancor..
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@Gandor said:
Personally even if knight did not come out yet, I can't wait for his remake already. It's such a shame and wasted potential that this killer has now :-(
If optimal playstyle of this killer is let guards patrol your very nose just to disable this loop, the gameplay will be boring very quickly. All the pathing and all the fancy things that guards have with 3 different types that have their own strengths... And it will all be wasted, because optimal play is to waste 0s by defining their pathing. Real shame. Huge missed opportunity.
Buffing guards patrol/interactions was good move, but it's like doing a correct step when all you have is 1 leg. Adding minimal pathing time would make the killer so much more interesting (even if it meant decreasing guards timers even more).
Overall huge disappointment :-(
Personally I think it'd be interesting to have a new way to killing survivors and it might even be funny when they die from guards like they can from Nemesis zombies
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@Xord said:
Balanced landing is already strong, its only problem is that some maps do not have heights and therefore make the perk entirely useless. The perk is fine by itself, it's map design that should include heights.
Smash Hit has a similiar design problem, it just won't work against certain killers.
In addition, I'd give back the 1s to dead hard and make it a non exhaustion perk, with a separate cooldown. Playing around DH as killer makes it 100% unlikely to ever get a DH hit.
Eh I mean it'd probably be too OP to have a full second but I think 0.75 seconds is a good middle ground between not too OP while still remaining skillful
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@Little_Kitten said:
When you talk about putting his "meme" addon basekit, you're talking about the plaid, I imagine?
Putting the basekit would be interesting on the sole condition that the player can choose to activate or deactivate the addon at any time, as an option.
As for the haunting, that would be like turning the chases into a 3-hit kill; 1 haunt + 2 hits; to which will be added a 4th in the event of DH, OTR or styptic agent ... chases in 3 moves, nurses are already attacking with DH and OTR, and I can assure you that chases look like this PERMANENTLY , that would just be the death of fun.
His?
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266891#Comment_3266891
So you're admitting you dont care about your team only your own points? Classy.
Secondly the killer kicks the gen, you wait and do more gen. It's more points for you. It has nothing to do with pips and only increases the time spent doing your light bringer achievement so I don't even think you understand how the pips work. Secondly since moving from ranks to grades pips mean NOTHING. Used to we depipped back entire ranks (now called grades). You'll still earn those pips back even if you lose if you just play enough, they are easy to earn and worth nothing at this point but a few measly bloodpoints. And you must be new because usually after 1.5-2 years most players have everything unlocked or prestige. Def not what you should be focusing on to improve enough to beat eruption clearly.
Started playing near sadako released so yeah I'm not a veteran
I've never reached iri 1 as survivor and I play the game really often too
Why can't we just agree that depips need to go though? Nobody likes them, and it exists only to cause frustration
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@Gandor said:
You are the first person I see that is unhappy about his perma tier 3 addon. From my experience really unfair is only tombstone piece. Judith tombstone is also a bit too much, but considering that agi+starstruck range+recharge addon nurse exists, I don't even consider that one a real problem.
The thing is, that meyers is overall on a weak side. But given that insta kill addons exist, he can't be buffed properly
I agree and really, the Tombstone addons are really the sole things that make him stand out
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@HagAdamMain said:
BEhaviour still uses this braindead add-on as an excuse to not give Myers the proper buff he needs.
At lower levels Unlimited Tier 3 Myers destroy survivors, just went against a Myers who got a 4K by proxy camping despite only getting 1 hook before the Exit Gates got powered.
I know the devs will say this is just "skillful play" but MMR being decided on Escapes and Kills instead of Gens done or Hook Stages is why Dead by Daylight's MMR is so garbage.
Myers need increased Stalk speed from further distance, he shouldn't have a limited amount of Stalk per survivor or at least make the limit decrease over time.
Remove Tomb Stone and Unlimited Tier 3 Myers or at least rework them because it's honestly one of the ugliest examples of BEhaviour's giving weak killers overpowered add-ons as a band-aid fix instead of actually reworking those killers.
(That Myers also had a Black Ward so I feel sorry for the next survivors who are going to face him.)
Tombstone is what makes Myers unique
If you dont want to be instakilled then hop in a locker, easy
Let's not take away addons that makes killers unique, ok?
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266560#Comment_3266560
That attitude right there shows me you aren't playing the game at the same level. You can't say "oh im out the game im mad" in a TEAM game. Sometimes you just have to take the bench so the other players can thrive. Sometimes it'll be them and not you. Thats the point of the game, especially considering comms aren't even supposed to be used from the original balance and design stand point (that is only for me to emphasize my point, i 100% standby swfs on comms being the only way survivor can be played)
if you dont care what happens after you die then thats the problem. Every survivor plays that way in a TEAM game. You literally have an alturism category.
you get hooks by camping bubba and #########. great. now your team loses because you through a tantrum and didn't care what happened after you died
but i am 100% sure if you were on a gen and saw the player not care about what happens after you would def be mad because it could have bought you gen time.
This entitled attitude of "i only care about MY fun" in a team game sounds like the bigger issue. If you admit you don't care about the team after you die then that means you're playing like it.
This is why you don't like the counters
No. I keep saying it but you seem to ignore me.
I don't CARE about escaping most of the time, I'm not saying I should escape all the time, I'm not mad that I was killed. But it IS annoying to lose your pips over it
I don't care if I don't get to "play the game" that's not what I'm saying here. I'm saying I lose progress on a thing that is supposed to determine how much time I've played, not skill
Let me reiterate once again: I don't care about "winning", just keeping my pips and getting challenges done
I don't care about escaping and am not mad when I die
The problem I have about it is NOT that the tactic is strong or keeps them from playing the game, but that the survivor loses pips over it
Sure its a "team" game but that's only if you're trying to "win". I'm not, I'm only trying to keep my pips and do tome challenge
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@Viktor1853 said:
Camping is fine just do gens
Guy on hook can't do gens and depip cuz of it
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3255244#Comment_3255244
I think your idea is a simple change that would basically fix everything that is wrong with the pip system. I can take it if the Entity decides "no pips for you!" on a game that I did pretty good in, but it is just a kick in the teeth to get a -1 pip for a good, fair, and fun game played.
Agree, and mabye less people would complain about instakill myers too
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3265541#Comment_3265541
As i said before, you are not entitled to a win or a high score... 2k is a draw, so you should expect 2 on your team to die (you included). Some times 4 die and some times 4 escape, thats how the game works.
I'm not saying we should always escape. I'm actually one to not care for escapes really unless I have a challenge that requires me to do so
"2k is a draw" sure but you're out the game, it does not matter what the game result is, you still lose a pip and that's what I'm trying to focus on here
You can be the only one that died at the very start and you still depip, it matters 0 what the game ends up being after you die
I'm not saying we should be able to get off the hook automatically and the exit gates magically get powered, I'm saying survivors shouldn't really get punished for a situation you couldn't do anything in
Have you not played survivor and didn't lose all 4 pips before?
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3265547#Comment_3265547
Only if you're trying to pull that goofy strat where you prethrow a pallet and then heal mid-chase. Otherwise you'll be healing way too fast for the killer to come interrupt you, even with Sloppy—what does a -20% speed penalty matter in the face of +50%, +100%, +150% healing speeds?
No I'm saying it's because you will run out of charges and when you refill your medkit your healing progress will have bled away
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@[Deleted User] said:
Buckle Up: Upon healing a dying Survivor to injured, the injured Survivor breaks into a sprint moving at 150% their normal running speed and is given the Endurance status effect for 3/4/5 seconds
Predator: When a Survivor stops running, they continue to leave scratch marks for an additional 1/2/3 seconds. Increases the brightness of scratch marks by 50%
Buckle up just becomes a better WGLF lol
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264878#Comment_3264878
Didn't know it works like that, sounds great :D:D
Yep, works 100% of the time
Alternatively you can put on calm spirit so you don't have to do that and he never gets the satisfaction of the yell
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3264895#Comment_3264895
Built to Last. Very common perk to run with medkits. Even with just a brown duration addon, BtL gives you enough charges out of a green medkit for almost 4 full self heals with Botany Knowledge’s efficiency penalty and almost 5 without it. If you go overkill and bring double duration addons, BtL gives you enough medkit duration for just over 8 full self heals, or just under 7 with Botany’s penalty. Even if you want to talk about the delay of rebuilding the item in the locker, being able to heal yourself in 8 seconds 6 times in a single match with just two perks is absurd.
Still BTL medkits is totally destroyed if the killer has Sloppy Butcher or hemmorhage addons
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3264874#Comment_3264874
Whether a Player gained, kept, or lost Pips was determined by their performance in the Trial, as judged by the Emblem System.
There's no way to "perform" when you are camped on hook, even if you loop them for a long time you're still going to inevitably get caught and put on hook
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3264899#Comment_3264899
Honestly.
Even then you have to spend two perk slots for a very situational reward. And if you're playing against a high mobility killer like Nurse or Blight your teammate probably won't get far anyways.
I really hope they take another look at WGLF. It has the potential to be really good, but the execution just isn't there yet.
It was honestly fine as it was pre nerf but ig they just don't want bonus bp perks for survivors (only ones are NOLB and prove thyself)
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3262813#Comment_3262813
Right now every survivor can be reassured a maximum of two times, ie once per hook stage. I think that we need to bumb this numbers up without getting into abuse territory.
We basically have two way to do that: either we waive the limit on different survivors -> if every survivor who ran the perk could use reassurance twice on a hooked survivor, then that would ammount to +3min hook time, but this would need a lot of coordination and probably a lot of wasted time by traveling for three different survivors up to the hook and back. Two times.
The other way would be to give each survivor a discret ammount of charges for Reassurance, the one which I would prefer. You could then have two survivors on a gen while one survivor hovers around the hook, intermittendly spending another Reassurance charge, while the killer just wastes their time. Either the killer leaves the hook and allows an unhooking, or in the case of several survivors with Reassurance, they switch places with one in the gen squad. At the most an unwilling survivor on the hook could be held hostage for 4.5min .. or 5 min if they somehow ran Kinship ... which is about the same time that a voluntary DC would take.
4-5min gives the survivors ample time to finish the gens and maybe even organise a rescue attempts, incentivising the killer to just not camp.
The penalty for DC was actually reduced to about 30 seconds the first time without BHVR mentioning it.. at least it was anyway when I last dc'd
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3264187#Comment_3264187
WGLF went from being in SO many of my builds to none. It's laughably bad.
Seriously. The only synergy it really has is with FTP to get up a survivor that was just downed by the killer and extend their chase
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3263584#Comment_3263584
3 full self-heals is more than enough for a full match, especially at +50% speed, or god forbid +150% because you brought Botany and some other guy brought Circle.
Where are you getting 50% from? Even with emergency medkit and 16 and 12 charge addons, that's still not enough for 3 heals as you're short 4 charges
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3263536#Comment_3263536
SWF exist, so only nerfs.
So render it completely useless?
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I actually kind of like this, both as survivor and killer, a 4% base chance that requires you to stand still to attempt it (if you have tenacity) and let's you try and attempt to get up at the cost of screaming and losing 1% of bleedout if you fail
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3263652#Comment_3263652
Not really... I mean I said "if the killer is not playing nice, ..." so I never said it about all killers... I mean... Facecamping someone can also be a valid strategy.. And I mean he can either stare at you or hit you on hook or nod at you... Does this make it any more toxic? Nodding at people can often be fun xD Make wesker accidentally vault a window in an upstairs building... not at him from the window... always hillarious... So I don't think the nodding in itself is toxic... The facecamping is probably the main thing that annoys you but same as tunneling a somewhat strategy...
I mean... the guy is clearly facecamping and not leaving... So he can now either sit there for 2 minutes and do nothing or at least do some stuff to make it more entertaining for himself... He is already not getting as many bp as he would get if he played normally XD So why care about the bonus bp? You really should not care about (even toxic) players getting bp...
I actually found a solution to counter face camping and hitting you while you are on hook and teammates are not coming to save you:
Spam the "unhook yourself" whenever he hits you to cancel the yell of pain
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3264303#Comment_3264303
Why should you keep the pips if you loose?? that dosnt make sense?
Diversion because my chances for survival are better the more survivors that are alive, and you will be suprised how often killers fall for it. I have even tricked face camping huntresses with it.
Because you don't have control over it, your team was bad, etc
Plus pips are supposed to represent how long you've played the game, not skill or how lucky you get
You can also still "win" and depip but that is usually because the survivor or killer was not doing enough
Imagine if a survivor could hold you in one place for 5 mins while all gens got done, and all they had to do was stand there, making you depip
That sound fair to you?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3264301#Comment_3264301
then there's another bug to add to the list, cause I still see bubba mow survivors down through endurance...
Well yeah they can mow through it but it is still used. It just requires bubba to hit with Chainsaw again (which isn't too hard given there's only about a second delay before they can be injured again)
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3262885#Comment_3262885
Bubba is worst offender. But pinky clown, iri hatchet huntress, trickster in basement/open, arguably billy and ghostface and original pain pinhead.
That's quite a number of killers
Original pain only causes deep wound tho? It's not instadown
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262339#Comment_3262339
https://forum.deadbydaylight.com/en/discussion/comment/3261835#Comment_3261835
Put more effort into avoiding the killer, 4head.
Yeah you're right I should run wake up, Sole survivor, clairvoyance, and small game instead and locker hop until everyone is dead
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@LiveBritishReaction said:
You WANT more people to play the killer whose power is designed for tunneling and is also one of the zoniest zoners to ever zone?
With that level of masochism, I have a great build idea for you. It’s called “playing Twins,” you should check it out.
Or playing sadako with no addons
With dying light
And Predator
In high mmr
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@Hodderfodder said:
The reason is because a failed skillcheck is -10% on progression and pauses any interactions for 3 seconds. Plus if the survivor uses any item (say to heal themselves) then it's going to eat charges. So unless the survivor starts an untouched generator, then something will get a nice regression.
Now, combine that with Overcharge, or the extra -6% Lullaby gives, and it really slaps.
Don't forget Freddy's dress addons
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@norespnse said:
I'm a Nurse main and the most annoying Killers to me are 1) Mastermind (Wesker) 2) Trapper 3) Ghost Face
I can see why people may hate Nurse due to her strength, but at least if you get downed, it's because the Nurse player did good blinks.
But here's why I hate the 3 I mentioned above:
1) Mastermind - Has a chase power that gives multiple chances AND slowdown. Think of Demogorgon who gets one shot at his power and if he misses, he gets punished. Mastermind is allowed to miss his power and get a 2nd chance at it. And if he uses his 2nd to chase a Survivor past a pallet or window, he just vaults and can easily stay on the Survivor and M1 them. There's also the silliness that if he rushes at you in the corner of a map, he can easily throw you into a dead zone with no way to escape from getting downed with M1.
Chase + slowdown is too intense and needs nerfs. Why do chase power Killers like Nurse, Spirit, and Blight not have built-in slowdown? Because it's busted to put them together. Just look at Mastermind's 65% kill rate stats both at all MMR and Top 5% MMR.
And even on top of having to go and find a spray + open the chest + spray which is already tons of wasted time--if a Survivor doesn't spray, they get Hindered status, which reduces your movement speed by a whopping 8%. Also the bonus of there being a limited number of sprays, so he can drag out the match and you won't be able to get rid of the infection. Also if you're max infection, when he gets you with a dash, he can skip the need to have to pick up the Survivor.
He has such a great chase power and it's amplified by extremely strong slowdown. It would be dumb if Nurse, Spirit, or Blight had slowdown and it's the reason why they don't have slowdown. This guy's slowdown needs to be massively tuned down.
He's the #1 Killer that needs drastic nerfs.
2) Trapper - Even though Trapper statistically has the lowest kill rate, it's just plain annoying not even being in chase and stepping into a trap. The fact that you can be screwed out of sheer bad luck is just the opposite of skillful to me and I rarely feel a Trapper has earned their win.
3) Ghost Face - Nothing like suddenly being insta-downed because Ghost Face decided to 99% stalk you 3 minutes ago from the 2nd floor of Disturbed Ward.
I never thought I'd hear anyone say these killers are OP yet here we are
Who else? Freddy? Sadako?
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264581#Comment_3264581
During that 1 second window you will gain 1.6 m which is basically point blank range so he's still gonna hit you... There is nothing skilled about that just like huntress wiggle stuff is not really skillfull in my opinion... I'd rather have it so the cooldown on victor is longer when he gets kicked... Because right now that little guy respawns in like 6 seconds or something ridiculous like that... So when Charlotte is still close by you really don't gain an advantage there by kicking him because he is gonna be back too soon... I understand that the downtime after downing a survivor and before you can swap to charlotte again is a bit too much, so I think we could keep his cooldown but make it so you can swap immediatly without having to wait for the cd, but maybe keep the cooldown at what it is right now or slightly decrease in case you want to keep downing people.
The problem with holding victor hostage is that it is basically the only thing you can do to delay the twins... Just removing him immediatly will just make it so victor is onto you like 10 seconds later... And then you're in the loose loose situation again... There are some tiles that are strong against him, some good windows for example as I think he does not trigger entity block and some rather round tiles where you can run him around indefinitely but I d rather change the whole thing than making those small tweaks...
So how about we make it so victor must be used from range... When Victor is kicked the cooldown is like 15-20 seconds, and he can be kicked whenever he is close to the survivor...(Sounded stupid to me anyway, why can you only kick the goblin while he is in cooldown?) So no more of this meele range wiggle stuff... quicker swap times would also be nice so people cannot just endlessly run around a stack of tires or something. And when you hit a healthy stuvivor he will still grab onto them but can be recalled after 5-10 seconds... Now you can just get close to him to kick him which offers some sort of skilled play... Victor wants you to get closer to have a bigger chance hitting you, but also does not want you too close so he can be kicked and the same goes for the survivor... Using some line of sight blockers to reduce the distance and so on...
Sure there could still be some improvements on this idea but as it is right now people playing twins will basically never try to hit long range jumps and only go for this boring meele stuff...
So.. nerf the least used Killer in the game?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3262290#Comment_3262290
Yes of course they respawn, but that hooking that I was working towards, the reward for my tough chase, you are ruining that for me, so you put yourself waaaaaaaaaaaaaaay up on my priority list. As I said, touch my hooks, get tunneled into oblivion. Easy as that :) Everyone has their priorities, these are mine.
At least they aren't doing gens :\
But I usually only touch hooks when I have a sabo challenge so, sorry if I come across you when I have that (I usually just go around the map from start just sabatoging hooks though even if no one is being carried)
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@Emeal said:
Unfortunately there is no way to prevent face camping while still allowing legitimate ways to protect your hooked survivor.
All we can do is make sure all Facecamping situations that happen gets genrushed or has perks that help that.
bHVR also need to make more perks that do this, SOME FOR THE GENERAL PERK POOL.
Face camping would be fine imo if it didn't make you depip, that's the main issue I have with it. Not the fact that I die but for the fact that I lose a pip and 4 more of these and I lose them all
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@Starrseed said:
I would say we don't need to work on hindering buba to camp but we need to work on camping as a whole. Camping sucks no matter the killer buba is just the best at it but if we work on making camping less worth overall buba would stop to. And yes I know there are people out there that would camp even if they know they lose and get zero points I get it some dbd players are trash people but there will never be a change that makes camping impossible and we should not try to find one cause situational camping is valid
I honestly wouldn't care about camping if it weren't for the fact that it makes you depip
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@MaTtRoSiTy said:
It is really annoying but the only real counter is do gens as fast as possible so you can hopefully get at least two out.
It is pretty sad that someone can 'win' a match by essentially doing nothing for most of it but in solo queue I see survivors fall for this tactic over and over by pretty much throwing themselves on the hook too. Oh and if you get hooked, don't just give up but instead struggle til the last second to buy your team mates time... I had a Bubba DC recently when I did this lol
You still depip though and that's the main issue