rogueplayer00
rogueplayer00
About
- Username
- rogueplayer00
- Joined
- Visits
- 130
- Last Active
Comments
-
@WeenieDog said:
girls, we need to let it go. just join the [cult of corrupt + pop] like the rest of us.
Already have, just feel like hex perks are cool and wish they'd help them a bit, and ruin is so iconic, i don't want it to go back to being the A1 gen slow option, but I want it to be a viable option, at least as viable as a risky totem based perk can be.
-
@Deadeye said:
To be honest, the punishment to not great skillchecks, which was one of the reasons for the rework, could simply be replaced by a constant slowdown on gens. Would also fit the argument for the change that the random nature of skillchecks is bad for the perk. Just make it survivors repair at 90% efficiency as long as ruin is up -> problem solved.
And the argument that the killer has no skill using it? So when is Corrupt Intervention reworked? Or Bitter Murmur? Cruel Limits? Fire Up? Discordance? Enduring? Im all ears? ...
I agree with you friend, I just feel like perks should promote back and forth play, especially one as powerful as ruin is, was, and could be.
-
@BigBrainMegMain said:
Ruin is great, the issue is.
https://us.v-cdn.net/6030815/uploads/30UFRKA5T6HJ/totem1-png.png
https://us.v-cdn.net/6030815/uploads/5GNW5CQIQVWN/totem2-png.png
Ruin would be amazing for killers who apply pressure.
The locations have not been worked on, they said they were going to work on totem locations 1.5 years ago and they haven't done anything. Instead, they nerfed the most used Hex Perk and just left them be.
Thats why its not consistent, and what makes me think the reward should he greater for the risk right now.
-
@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/comment/1452459#Comment_1452459
The OP was asking if the killer gets more BP with the survivor DC’ing on their THIRD hook, not the first. And the answer is yes.
My Mistake, im a oni main, I cant read
-
Its not. If someone quits on your first down of them, you get a measly 625. Not even close to the possible 2k you get from a 3 hook kill.
-
@CertArn said:
https://forum.deadbydaylight.com/en/discussion/comment/1448786#Comment_1448786
Rules are - 3 hooks and you are dead. Simple.
EMM - 1 hook and you will die... also it is a secret, so basically killer have one free kill before anyone will know ######### is going on. And good luck with those gens in 3 vs 1 match in sudden death mode. :)
Lets turn this around - why survivors dont have simple ultra rare offering "-1 gen to open gates". Already i can imagine killer topics about game breaking offering in games, where they fixed just one gen and escaped...
Uhhhh Because there's 4 survivors, and only 1 killer? And the killer, on top of needing to hook you once also needs to succeed a SECOND chase against you and then go through a lengthy animation. 2 chases plus one half hook timer, if you're anywhere decent, thats over 2 minutes, and each survivor gets that. 8 minutes is more than enough time to gen rush and get the hell out. Its POSSIBLE, to win. But keys? I cant get rid of a key without once specific niche perk, and as soon as they do 3 gens, they find hatch and its game over. Unless I camp hatch at spawn, I cant counter it and I have ZERO chance of winning. Keys should be individual and only work on the person who used it.
-
@KeBBySemPai said:
https://forum.deadbydaylight.com/en/discussion/comment/1442725#Comment_1442725
kind of like low risk high reward. Most survivors wont do dull totems unless their running inner strength or just want points. either way its still mostly a crutch perk like ds and stuff like that.
Its Still completely counterable, unlike ds and unbreakable combo.
-
@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/1442725#Comment_1442725
NOED high risk/high reward?! Absolutely not. There’s no risk whatsoever. If it doesn’t activate, that means the survivors gave you time cleansing totems, so you still benefited. High risk means running something that may give you no value at all. NOED is basically a win/win.
It Really doesn't give you any value, most of the time you play the whole game without a 4th perk, too. Sure maybe they cleansed totems (which in total only takes a minute and 30 seconds to cleanse all of them, not counting travel time) thats really nothing I'd the group is good at looping.
-
@darwinsbrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1442725#Comment_1442725
Your suggestion that killers don't have anything comparable to give them an advantage is just plain wrong. Insta downs take away a hit just like 2nd chance perks give them.
I Didn't say they didn't have anything comparable, I said that the things they have thag are comparable are counterable
-
@Respectfulnancymain said:
And I just lost to noed but im not complaing ¯\_(ツ)_/¯
NOED is completely counterable, and is high risk high reward. Second chance perks, the only way to counter them, well, is to wait or slug or don't hit the same person twice, and if they use this aggressively, like in his match where he was body blocked by the bt unhooked surv and then DS'd, near the exit gate, well if he left him on ground, he would just crawl out the exit gate, the second guy probably already left. There was no counter to what happened. Thats the problem. Second chance perks "counters" punish the killer, and playing into them punishes the killer, and thats the problem when they're used aggressively. No counter except for "get f'd" is poor design. Not a single killer perk that gives as much of an advantage as taking away a hook like second chnces do is in the game, and the ones that are in the game are completely counterable by totems or adaptive playstyle, like devoir hope or noed or ruin or pop, they are all counterable.
-
It would annoy me less to get hit by it after hooking 2 other survs and then coming back to the Laurie that I hooked 45 seconds ago
-
my main issue is that they punish the killer for playing around them. Someone who sucks at looping but has DS, well, if I target you because you're in my line of sight a little too early, not to mention if you're one of two of the same Nancy skin in the lobby, the only way for me to not waste my time is to figure out youre the Nancy I hooked and let you go, which loses me time, or ear your ds, which loses me time, or slug you and wait, allowing you to use UB or get healed, literally any counter to the perk, when its active, punishes the killer. And it shouldnt be that way. BT isn't bad, I don't gk for the unhooked surv right away. But if you get saved, I hook another surv, and find you again? Sorry, but I wasnt tunneling, I don't have a ton of momentum or pressure, you shouldn't be given a second chance. BT is just "hwy you can't get downed off the hook" and half of the time, when I see it, im running STBFL and I can just say "hey free stax thx" and move on. Unbreakable, for that endgame slug off, yeah, its not too annoying, i think its about necessary. But DS just makes me angry, and Dead Hard needs to be looked at for sure, because at the end of the day, it really is an "oh crap" button press to undo a mistake you made, and thats not fair. If im chasing you for a minute, and finally get you in a position to go down, you shouldn't be able to use DH. There should be some form of mitigation for it, like a timegate. If you're chased for X amount of seconds, it cannot be used, kinda deal, or give it a token use and make it usable anytime. That way at least once you do it once or twice, youre stuck, and allows counter play. "Oh ive been chasing you for too long, you wasted one of your DH, ill see you later" and move to another target. Idk. Just me tho.
-
@rogueplayer00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1433895#Comment_1433895
This Isn't gonna age well, now that leatherface is potentially High C to Low B tier now, possibly high B if youre a generous ranking maker
This Wasn't meant for you #########
-
@Eleghost said:
eh he's in the same boat as oni. There's only a handful of actually useful add-ons for him. Demo is decent because he does have the presence with his teleports between gens and ability to see if people are near his portals on gens. His shred is decent for destroying pallets as well. He's a M1 killer with some map presence so you can't expect a ton from him. He's not leatherface tier though.
This Isn't gonna age well, now that leatherface is potentially High C to Low B tier now, possibly high B if youre a generous ranking maker
-
Its "survivor sided" (quoted because i don't think its sided either way) because of how many mechanics are in the game to help survivors. Im a killer main, but i play at least 5 or 6 survivor matches every time i sit down to play, because i do believe you need to be a good survivor to be a good killer, so thats my background in this. Survivors, on top of having so many second chance and Anti-momentum perks, they're also given so many opportunities to make mistakes and have them go unpunished. As a survivor, you have the hatch, as well as the innate ability to communicate with your team if youre in a swf, and if not, you still have 16 perks to use in total against a killer, who only has 4, sometimes 3 if you pop their ruin or devour hope, or if they run noed. A lot of perks, aren't counterable, as well. Loom at decisive strike for example. Im in a match, i see a survivor get an UNSAFE UNHOOK, i hit them, and they loop me pretty well, i gauge they are good at looping, dont wanna get caught in a long chase, so I step away, to find that unhooked survivor. Walking or running to the T-wall with a window, and because I've ran on them before, and they've been hooked once, hey, easy target, i think i can easily end a quick chase and get a hook to make up for lost time on the wasted chase, and it works, until I pick up the newly downed unhooked surv to get decisive striked and then im stunned for 5 seconds. Now you say, "counter it by slugging or don't tunnel." That situation mentioned, isn't tunneling, its a calculated move because of time and resource management, and slugging just allows other survivors to get a free heal, or that downed survivor to pick themselves up with unbreakable. And if i leave you on the ground and just camp you, thats 60 (or 60 minus chase) seconds of wasted time and there goes the two gens that have been being worked in this whole time. There is no way to counter a perk like DS without either A: letting a survivor go, or B:sitting and waiting, and both of those PUNISH THE KILLER. and its not the only perk that works this way, and everybody on a 4 man can stack and use the same perks. Meaning 4 times in one game, i get punished for legitimately no reason other than making a decision to go after a weak link or i just simply find you before your timer runs out. The game, to me, isn't sided either way, its RNG and luck dependent. From Gen spawn, to totem Spawn, to map choice, to hook spawn, to pallet spawn. A good big map with hooks spread out and lots of pallets and loops? Survs have an easy win. A map like Azharovs and the killer has Corrupt? Killers probably gonna get a 4k and still only get a Brutal or ruthless Killer. Its luck based which is why I dont get mad about losing. It feels great to get the hatch in a close game as survivor, and it feels great to close the hatch in a close game as killer. Thats where I stand on it.
-
So what happens if I make a 4 man swf, we all block 3 different killers each, so that we only get paired against 40% of the killer roster, predetermined and easy. "Hey guys let's go fight some pigs, legions, bubbas, and Mikeys so we can play ineffectively and bully them for playing who they want to play"
-
@cluedup_survivor1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/1432311#Comment_1432311
That's like having a perk where if all survivors are on their last hook the gates open automatically, it's abit of a bad point of view to have because your rewarding potentially bad players.
DS Rewards bad players, as does unbreakable. DS is a anti-momentum perk, but if i loop you and down you twice in a row, after ive hooked somebody else, yeah, thats not rewarding good play, thats giving a second chance to a weak link.
-
its definitely an advantage, but also a disadvantage. You have keys for a free instant escape, you have things like DS and borrowed time, which have no counters except for wasting your own time as a killer, which hurts you, so you get punished for playing into it or you get punished for playing around it, no winning there. Match that up with current gen speeds, how fast some games go, and how little time killers actually have to manage and balance the generators and the survivors. NOED, also, like somebody else said, makes it so that the killer has to play with 3 perks the entire game. You realize, that you, as a survivor team, play with 16 PERKS OF YOUR CHOOSING. and if someone brings NOED? They play with 3 until endgame, and at that point, if they played well enough to get through all 16 of your perks, all of your pathings, and all of your loops, they deserve the win. And if they don't play well, and end up getting a one hit down, wait. If they pick up the surv, open the gate and leave, dont go for the save, or do totems before going for the save. Totems were introduced as a secondary objective, and i personally believe they should be required to be done for game progression. Have 7 totems spawn instead of 5, make it so that to finish a gen, a totem needs to be done. This will weaken noed, (only two totems left in endgame) and slow down gens a tad bit. Thats just a way I'd "fix" it. But, in the end, NOED is balanced in a sense of gamestate. Is it fair if youre the last survivor left? Not really. But go for hatch instead of a gen. Even in instances where its 2 survivors left and you finish the last gen, play it safe. Go for hatch. Its that simple. Or, like other killer mains like to say, "Bro, just do bones."
-
@IronKnight55 said:
agreed! It was necessary. People are upset because they can't mindlessly spam Billy's chainsaw anymore. 🙄
Its less that we can't spam it, its that we are punished for using it in an intelligent way. Making plays in loops and mindgames are extremely important in red ranks, you need them in order to down good survivors, and they've now penalized you for using his kit in that way. I do agree that he deserves some form of cooldown mechanic, but punishing you for just clicking your mouse to start the rev is a bit much, not to mention his add ons were severely gutted.
-
@Impala said:
Happened to me as well. I verified the game files in Steam Library and it told me I was missing 7 files so now my game is reupdating with the full size of 2GB. Try to verify your game files in Steam Library.
This works, confirmed
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1402867#Comment_1402867
This wouldn't balance SWFs at ALL though. In fact it would do absolutely nothing. You can end matches in 5 minutes with a 4-man completely perkless and the killer doesn't even stand a chance. You need to change how the killer works when against a 4-man, not the survivors. Buffs are much more welcome than nerfs anyway, I'm sick to death of people crying for nerfs when they could be crying for buffs and big changes instead.
I Can get behind that too. I just don't want either side to be immensely overpowered.
-
@Mozzie said:
Been playing since launch, r1 killer and survivor here and I'm going to offer up the same suggestion I've done since year one. Add VOIP to the game and balance perks and killers accordingly around full SWF. Obviously randoms can be extremely rude/annoying so the ability to quick mute (ALT+ left Click a character name on the bottom left of the screen) would be needed but that's what needs to be done in order to actually balance the game. Simple, easy and effective.
I Can agree!
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1402824#Comment_1402824
SWF dont have necessaryly communication nor the ability to cooperate perfectly. I often play 4 man with three others i just know randomly in dbd, cause i know they dont urban selfcare around the map. No communication at all. So players like us should be punished for doing so, cause youre not as good as you need to be to win against us? No! Every punishment for playing together is nonsense.
Thats the thing though. If you don't want the handicap, don't SWF. Most people, SWF for the purpose of communication, which is a lot more valuable than any perk. Its not about punishment. You can still bring 3 sweaty as hell perks. Just the ability to communicate and knowing each other for playstyke variance and teamwork capabilities, thats huge.
-
@ALostPuppy said:
How about we don't remove freedom of choice from survivors just because they want to play with their friends? The sweaty SWF groups aren't even much of a problem, you rarely see them. It's not like you're expected to win against them, just move on from it.
Also you definitely are salty. The only thing that would compel you to make a post like this is you recently played a match where you either were against a sweat squad or you simply got stomped by 4 good survivors.
Its Not that I got stomped by 1, its that I've been stomped by them all. 7 matches today, all SWF, all tryhards. I just want less of a mountain to climb against a 4 man.
-
@Babyyy_Boyy said:
But you have to admit that if you only get solo squads you’re most likely going to 4K all the time especially against the newer players because they don’t know how to loop and do the objective efficiently but I do understand that you have been getting them quite a while and honestly the Devs won’t do nothing about it so I do apologize for that, that must suck.
True, 4 solos is easier. But I don't 4k all the time, I normally 2 or 3. I'm just not that great, and im not all the time sweaty. I just want it to be not so much of a mountain to climb against a 4 man.
-
@LetsPlayTogether said:
Here we go again generalizing SWF into tryhard death squads. Its REALLY getting annoying how narrow-minded killer players are.
Im not trying to group them all together, like i said im not saying they're all toxic. Its just frustrating that they have so many benefits, and we get no extra help with them. If you play fair and are good sports, I'll do the same. But constant gen rushers, with suicidal DS'ers and BT unsafe saves match after match with no penalty on them, just isn't fair nor fun. Im not saying all SWF's are that way. But my proposal doesn't hurt anyone really. If youre a swf, you have open communication and teamwork capabilities solos don't have, and that should indeed take up a perk, just like to simply hear you all better, requires me to use a perk. Thats all im saying.
-
And also, im not just salty. Im just annoyed that we get no extra help, while SWF have so much extra potential due to it.
-
@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1395387#Comment_1395387
The point is that killers have a responsibility to survivors to provide an enjoyable gameplay experience, for some unknowable reason, whereas survivors are just trying to play the game, man.
Lol f our fun then I guess
-
Unfortunately, friend, as a killer main myself, im also sick of survivor toxicity. I've been getting cussed out left and right for doing things im not even trying to do, and being told im trash or I suck if I let someone with a crown go. After being told im a "f'ing f^^^ot" for letting two people escape with their crowns, ive decided not to care. Gold particles mean nothing, i play the game normally, and if i get a 4k, tough luck.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1371883#Comment_1371883
You are exaggerating the strength of DS and totally dismissing killer perks. If an entire chase is wasted, then the perk did the job. If you tunneled then it is on you. The fact of the matter is killer perks are a million times stronger than survivor perks, there is no killer perk that is a one time use, NONE!
Your complaints are related to SWF, not ds. Those hex perks don't go instantly in a solo match.
But I don't think they are. Once again, there are no perks that allow me to take a objective based reward away from you. I cant take back a gen, why are you allowed to take back a down? Thats my main issue with it
-
@Yukihere said:
https://forum.deadbydaylight.com/en/discussion/comment/1372762#Comment_1372762
Well for starters look at the game across time, you pick one anecdotal talking point and try to apply it across the entire game.
Let's try something a little more comprehensive:
Trajectory this game
Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.
2 escapes, 2 kills is the devs unit of metric. You don’t have to like that but it’s whats given the survivors all their nerfs and all the killers current buffs.
You look at the SB vs. NOED debates that happend at release all those years ago. SB now is mediocre at best where as NOED is still a solid perk.
Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....
But yea, lets take 'invincible' and nerf it further.
The issue is if it was truly 2 kill 2 escape, even on their side, why don't we get rewarded for that? If you only get 2 kills you get the second to lowest score rating, and not many points. You'd think they'd be more clear on what a win and a loss is with their point system, if they truly wanted it to be 2 live 2 escape. Thats my only issue with it. Why make us feel bad for getting a 2k if thays the intent?
-
@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/1371310#Comment_1371310
LOL, DSed five or six times? What matches are you playing in where this is even remotely possible. The most it could happen in a match is four.
Also, you don't get away without a scratch with DS. You literally need to be hooked for it to activate. I wouldn't call that without a scratch.
I was exaggerating, the amount of times I get DS'd four times in a game is overwhelming though. And thats the issue. If I hook you once, you are invincible for a whole minute and if you're playing against smart survivors, you're never able to make that timer tick down at the same time. You're looking at 4 minutes of invincibility throughout the course of a 8-12 minute game. How is that fair in the slightest? Yes you need to get hooked for it to activate, but that still doesn't change the fact that it allows an instant boost of confidence and the ability to challenge the killer, and upon said challenge, you do normally get away scratch free, unless the killer continues to tunnel chase, in which case, gens fly. Once again any perk that allows a survivor to 1v1 a killer in a 1v4 situation is bad design. And adding a timer to that makes it worse. I'd honestly like to see it be a one use exhaustive with no timer or prerequisite. At least that allows them to choose when to use it, giving it a pseudo buff, but also making it so that killers aren't punished for playing around it because they can't really. Honestly I'd appreciate that more.
-
@Alpha8512_Xbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1370800#Comment_1370800
I have played roughly 30 matches as pyramid head and around 40 matches versing him (A majority being red ranked games). From my experience as both, trying to torment a survivor wastes time. I'm often getting 3k or 4k games, although there have been swf gen rushers so some 2k games. Other than that, he struggles in map pressure on big maps like almost every killer. It is frustrating versing him atm as all PH either camp/tunnel or commit to chase's as mentioned previously.
So there you go. Thays exactly what I'm getting at. Once we figure out how to go against him effectively, and thise high rank survivors learn the counters, his power will fade, drastically. And since you've played with and against him, you know he's harder to play as than it seems. Dedicated servers and registration also don't help at all with ranged killers either. You're understood. Friend. Thanks for being civil, I enjoy discussing things without all the trash talking. Its a welcome change for once lol.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1371310#Comment_1371310
If you say DS "punishes" or "wastes too much" time for the killer means it is doing exactly the purpose: a perk for survival. Lets turn the tables. What perks do killers have that wastes time for survivor. Every killer main says BBQ counter is to run and find a locker. That is a huge slowdown because you have to stop working on the objective and you still might not get in the locker in time (depending on how close survivor died from a hook). Sloppy Butcher: adds enormous amount of time healing thus slowing down doing objectives. PGTW essentially removes survivor objective progress. NOED punishes survivors for doing their objective too fast and forgetting the second objective. Blood warden punishes survivors for saving their teammates late game, even the nerfed ruin forces you to find the hot totem or it will eventually beat you, devour hope means everyone stops and looks for a totem which sometimes might be difficult to find WHILE KILLER HAS 1-SHOT.....etc. I could list several more. By in large, most good killer perks are infinite uses whereas survivor perks are 1 time use and its all done. A killer repeats slugging to an unbreakable user? he has a dead perk while killer is enjoying all four of his perks.
The Executioner: A survivor doesn't have the luxury of totally bypassing a killer's power/perks for simply existing.
100% you're correct, and I understand that aspect. But none of the above perks except for maybe noed allow the amount of game progression that a SINGLE DS can. An entire chase, wasted, is a lot of time. Yes I understand its to slow the game, but it should slow down other things as well. Your ruin argument, can be immediately destroyed. Devour hope as well. BBQ is wall hacks for 6 seconds. All it is is information, not even chase helping. A survivor can counter all these, while yes technically wasting time, but those are all things the survivors should be doing in the first place. Who cares if I have devour hope if you get three gens done in 2 chase sequences? Because thats what happens. Most SWF's I encounter, and even some random lobbies that throw in red ranks on me (I'm purple, reliably.) Just gen rush too fast for me to keep up. I understand the argument of "it requires skill and practice and its still winnable" but how is it winnable if I'm NOT using those perks? If I'm not using NOED or Devour hope, which by the way your end game chat LIGHTS UP with bad words and slander every time a survivor sees either of them in your pool, even if you win without using NOED there's always that "wow what a crutch perk you stupid killer noob." But if I say DS is a crutch perk, im wrong? And DS isnt strong at all and totally counterable? You realize against a SWF, with comms, and maybe even an OoO, theres nothing you can do. Ruin pops fast. Devour pops fast. Gens still get done, and heals are extremely easy thanks to survivors having extremely easy skill checks. Even with Sloppy, there always seems to be someone who can heal any hit i dish in less than 20 seconds. I stopped playing Nurses and sloppy on ghost face at higher ranks because it just simply doesn't help you win. Counterplay is important. And it shouldn't be punished, on either side. I think totem cleansing should be made a must objective. Imagine if before you exit, you need to cleanse 3 totems. Just 3. Then all the hex perks, would get debuffed, and then we can address perks like DS, or Iron Will, that literally take away a killers ability to progress his own objective. Once again, its 1v4. Not 1v1. One survivor shouldn't be able to just square up with The Executioner, The Trapper, or even Bubba, without consequence. And that's what it does. It allows survivors to win even if they don't deserve to. Its a point system. I have to hook at least 9 times to get all gold. 12 plus other prerequisite to get a perfect game. If I down you twice, you can just take a hook away from me. But I can't take a gen from you. I cant take a totem from you. I cant stop you from your objective, unless I'm chasing you, and that means I can't check the other 3, because its a 1v4, without not committing to the chase, which never allows me a down or hook to begin with. So?
-
20+ hours, a level 50 Phead at Rank 7 right now ill tell you how to counter him. I'm a killer main, I like meta perks but im fond of I'm all ears and nurses calling on phead, with bbq and maybe pop or ruin.
Don't be afraid to loop. Just because he can control a bit better doesn't mean he isn't loopable. Look at the ground. Theres a tell for his attack, as well as a sound que. Learn how to turn around instead of running in a perfect seamless circle. Backtrack. As soon as you see that sword go into the ground, dont lock into an animation until its back outta the ground. Theres not enough time for him to hit you. The reel and cooldown of everything literally punishes Pheads that over use it. Stay on the opposite side of the loop. Get used to the mind game. And don't move on from a loop until you know you can. If he hits you either his ranged attack? Thats when you run. He has a 3 second cool down, you have an 18 meter boost to speed. RUN. He will gain on you if he continues the chase, but you'll have enough time to get outta dodge, or make it to a new loop. I promise, it happens to me all the time. On top of all of those things, just play smart. Be aware of your surroundings. His ranged attsck is 8 meters. His terror radius is 32. As soon as your heart starts beating, get immersed. Hide. Stop running, stop working, dont heal, move accordingly and calm down. If he doesn't notice you, you've won the encounter. Take advantage of his lowered mobility. He can't walk left or right when using his trail. Loop around a hill or those high mountain areas, or those circular rails. He won't be able to chase properly, forcing him to M1 chase and giving you control of the situation. I promise he's not that hard to counter. I'm afraid they're going to nerf him because all the people saying He's op. He's new. And different. And once you learn him? It'll be just like Hatchets, just like Hag Traps, just like Clown Bottles. You'll improvise, adapt, and overcome. Escape that trial, survivor, you have it in you. Don't let me kill you. ;)
-
20+ hours, a level 50 Phead at Rank 7 right now ill tell you how to counter him. I'm a killer main, I like meta perks but im fond of I'm all ears and nurses calling on phead, with bbq and maybe pop or ruin.
Don't be afraid to loop. Just because he can control a bit better doesn't mean he isn't loopable. Look at the ground. Theres a tell for his attack, as well as a sound que. Learn how to turn around instead of running in a perfect seamless circle. Backtrack. As soon as you see that sword go into the ground, dont lock into an animation until its back outta the ground. Theres not enough time for him to hit you. The reel and cooldown of everything literally punishes Pheads that over use it. Stay on the opposite side of the loop. Get used to the mind game. And don't move on from a loop until you know you can. If he hits you either his ranged attack? Thats when you run. He has a 3 second cool down, you have an 18 meter boost to speed. RUN. He will gain on you if he continues the chase, but you'll have enough time to get outta dodge, or make it to a new loop. I promise, it happens to me all the time. On top of all of those things, just play smart. Be aware of your surroundings. His ranged attsck is 8 meters. His terror radius is 32. As soon as your heart starts beating, get immersed. Hide. Stop running, stop working, dont heal, move accordingly and calm down. If he doesn't notice you, you've won the encounter. Take advantage of his lowered mobility. He can't walk left or right when using his trail. Loop around a hill or those high mountain areas, or those circular rails. He won't be able to chase properly, forcing him to M1 chase and giving you control of the situation. I promise he's not that hard to counter. I'm afraid they're going to nerf him because all the people saying He's op. He's new. And different. And once you learn him? It'll be just like Hatchets, just like Hag Traps, just like Clown Bottles. You'll improvise, adapt, and overcome. Escape that trial, survivor, you have it in you. Don't let me kill you. ;)
-
All imma say, is play new clown dude. The movement speed buff when throwing bottles was exactly what he needed. I love playing him now. He's not super amazing, you know, C tier to low B tier at best in my opinion, but he's FUN AS HECK.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1370374#Comment_1370374
Being the power role doesn't mean being able to 4K while you masturbate. There needs to be more perks like DS, a lot more, that can slow momentum for killers that try to plow through the match at 4-5 gens. Forget the tone, the entity feeds on hope.
The issue is there's no perks that do that to survivors, who plow through generators. If I get my first down, and 3 gens get instant completed, there is NOTHING I can do. I can kick gens, I can chase survivors, but I can't just UNDO a gen, like a survivor can TAKE BACK a down. I love DS. As a killer, I love getting DS'd and having to reinstate a chase, because it feels more rewarding, and its immersive. It makes you feel like you're chasing someone who is fighting for their life, and you're winning if they had to use their trump card. But whats not fun? Is getting DS'd 5 or 6 times in one match, and not getting passed the first hook with anyone on a coordinated team running OoO, all DS, and Iron will. I love the idea of the perk, and even what it does. But it shouldn't be free "hah I can get in your face, waste a 30 second chase, and still make it out without a hook." Killers are supposed to be the power role. Its a 1v4, not a 1v1. Stop playing like its you vs the killer, its your team versus the killer. And the more perks come out that allow survivors to continuously escape the killer and have almost no consequences? Not to mention, "playing around" DS isn't an excuse. I down you 25 seconds after you get unhooked. "Playing around it" is waiting 35 whole seconds. That punishes me. For your mistake as a survivor. I play around it? I risk you having unbreakable, or a coordinated team getting the save, and i waste my own time, meanwhile a blendette or a meg with a toolbox is rushing gens while I'm focusing another chase, or sitting on the body to "play around" ds. Thats why I love Executioner. I dont have to sit and wait for your 2nd trump card this match. I can say F your perk, go to the gulag. Its definitely an issue. I love the perk. But not in its current state. In a 1v4 game, 1 of the 4 shouldn't be able to go toe to toe with me and get away scratch free. That goes against the entire threat of the killer.
-
@Alpha8512_Xbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1370220#Comment_1370220
Ok so just try this play style for a couple of games. Start a chase. Survivor runs to pallet/window, slam sword in ground. Survivor either, A. Drops pallet/vaults or B. Runs in a random direction. If A. occurs, use ranged attack. If B. occurs pull sword out of ground and continue chase. If a survivor gets tormented don't cage unless you're up against swf with flashlights, you can mori when they are on their last hook saving time. To season run perks like Ruin, sloppy butcher, surveillance, pop goes the weasel, nurse's calling etc. Basically any perks that slow the game. Run range add ons to taste.
So I've messed with that strategy, but there's a weakness and slowness to it. The issue is that if you don't cage, you don't snowball. Chases with pyramid head are too long if the survivor knows how to properly dodge and play around the ranged attack. If you're up against a good survivor, you'll need to chase for around a minute or two, and end on a ranged hit or an M1 if you're lucky. He's fast, and thats one of his strengths. So if you do that, unfortunately, and i say this from experience, 2ks are what you're in for. Sometimes 3, with a hatch escape.. Now if you chase, torment, hook, cage, then mori, thats the sweet spot. Not to mention the already embedded reliance on endgame slugging. That's the most optimal time management for kills. And sadly, it requires the survivors to get tormented not only once, but twice, and that's rare against good survivors. Perks are one thing. Any killer can run good perks and play well. But from a core game play and strategy aspect, pyramid head is not easy to master, i haven't mastered him or even really are an expert yet and ive been playing non stop since he dropped. I still miss ranged attacks, I still need add ons for confidence in game choices. I still misjudge distances and miss hits. I still punish myself constantly for deciding not to cage or caging alike. His core element is chase and loop control, hes really the first if his kind that can do that in a proficient manner. But thats why he's so hard to use. If there was no downtime between range hit and registration of motive, if there was no tell for the attack, and if there was no cooldown and punishment for hit or miss alike, not to mention the speed boost survivors still get from being hit by POTD. My 3 second stun plus your speed boost, means you CAN AND WILL get away, and if i devote to that chase for that second hit, there goes 1, 2, maybe even 3 gens. You have to remember that its a 1v4 game, not a 1v1 game. Sure. It sucks to be the one to die first, in a scummy way or you could just barely not dodge that ranged hit. But what sucks more? Getting hit by POTD because you yourself made a mistake, or getting sniped 30m by a huntress you can't even see? There's so much more pressing and "overpowered" methods inthe game that need addressing. I stand by my opinion, even with Survelaince and Ruin, with Nurses Calling and BBQ, even with his pink add-ons. He's a low A at best. And I can speak from experience. I recommend you try to actually play him. Get him to 50, not by using BP you get by using survs or killers. Level him 1-50 game by game using only bp you get from those matches. And tell me how easy of a time you have with the "overpowered" character. I'm not trying to be rude or toxic, im just trying to get my point across. If you have the time, consider playing the killer thoroughly before you decide he's OP. Its a much different experience behind the Machete.
-
@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1370561#Comment_1370561
oh yeah, i had a day where ALL my matches were like that. Steve was one of 5 kills i got that day. i dont know what was happening
I'm a pig player, myself, only stopping to level my Phead, and will say that trap kills are few and far between but I love getting them. I've kinda figured out how to force them. Its toxic as ######### but its fun
-
@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1370083#Comment_1370083
https://us.v-cdn.net/6030815/uploads/5F41OG2RJU57/6-18-2020-8-14-11-am-hseu1smd.png
im sure this rank 3 Steve would agree XD thats exactly what happened in this match and... yeah, some people just dont get how Pig works
I just wanna say I love the matchmaking, a 14 against all reds and one purple is kinda #########.
-
@Dr_Loomis said:
They're being punished for paying for it. Some are disgusted with the expensive price for the skin and are in turn making life difficult for anyone who dares purchase and equip it. It's not a good situation.
Although admittedly I tend to taste blood in my mouth when I see a Bunny Feng.
I also have a weird tendency to tunnel bunny fengs, and I have no idea why. I think its literally killer preference. I hate killing Dwight's, if there's a Dwight and hatch spawned I spam my power until he escapes lol
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1369624#Comment_1369624
I decimated with Ghost Face with zero add ons so I dunno what you’re on about
See thats part of the issue with the games balancing, too. Some people get one or two Merciless games and say "idk what yall are on about" but who knows, those few games could've been potatoes, you could've gotten lucky. Nobody can pinpoint a control group because every group plays the game differently and wins differently. You can't balance something from all angles if you can't define a middle ground, and i think thats the problem.
-
@Aneurysm said:
Would it work to teleport the camped survivor to a different hook if the killer stayed within a certain distance for a certain amount of time with no other survivors around?
Unfortunately that would allow survivors to run mid chase towards a hook, forcing a teleport, and pushing the hooked survivor somewhere else on the map allowing for an easy save. Now if they teleported when the killer is within say, a 15 meter radius, and the teleportation would not occur if killer was mid chase, it may kind of work, but then it becomes exploitable by the killer, like huntress or sniper.
-
I now have 20 hours into pyramid head, level 50. I'm not prestige, because I want to practice with perk loadouts beforehand.
I will say this: pyramid head punishes himself all the time. Thats his biggest weakness. You need to use his trail like traps, you need to bait people into them, and if you don't, survivors never get tormented, making you unable to use cages, or do final judgment. So there's that, then look at the torment mechanic itself. People can heal torment by uncaging other survivors, and the caged survivor also gets healed from torment. This means people are less inclined to use cages in the first place, because they want to guarantee the DS counter or the easy Kill at third hook. So there's a whole power, only useful to people who are good at snowballing pressure with him, which takes a hell of a lot of practice, as it should. His ranged attack, while strong, is extremely limiting. I cant strafe left or right, there's a huge tell for the attack, and his terror radius is much larger that its range, making it super easy to just stay on the cautious side as soon as you hear a heartbeat. I climbed from R17 to R9 with Phead, and the higher I grt the more swf's and red ranks i see in my lobbies, and unless I have them completely cornered at a pallet or window, like the corner in Gideon Meat Plant, or a classroom on Midwitch, its almost ALWAYS a bad idea to use the ranged attack. Sure, some perks make it useful, like Nurses Calling or Im all ears, but those are perks that only really works on very few killers, and needed a buff as is. Introducing new Maps and Killers is a way to buff and nerf perks, killers, and survivors. For example, Clown is good on Midwitch, and whispers is much less useful on Midwitch. Indoor maps that a lot of killers do bad at, pyramid head does great at. Outdoor maps, Phead struggles, unlike huntress or oni. In total, I'd say pyramid head is pretty balanced, and feels about high B to low A tier to play, if Nurse and Spirit are up in S rank, and Freddy is in A. He has a fairly high skill ceiling, with balancing all of the elements to his character and using them all effectively. His strengths lie in his ability to snowball and quickly dispatch potato survivors, but to an untrained killer, hes easy in theory, and extremely difficult in practice against high ranking lobbies. He almost requires add-ons of green or higher to reliably spam his powers, and even then, the amount of time survivors have to dodge, readjust, and break line of sight, is way more than I personally believe they need, and that's coming from someone who's played as him extensively and someone who's played against him about 20+ times. He's in a good place, and if he was overpowered, we'd see him up there with Nurse, and guess what, we don't.
-
I personally think that however you need to win on both sides is fair play. If someone face camps or tunnels, other survivors still have a chance to escape by just doing objectives, and they can get punished by things like DS. If a survivor needs Dead Hard, DS, Adrenaline, and Unbreakable to win, the perks are in the game, they're usable, and are 100% fair play. I'm a killer main, and don't get me wrong, its annoying, but its part of the game, just like I can have NOED and Wall hacks with certain perks, you can have DS and second chances with certain perks. I honestly think its more fun to not expect ds, get hit with it, and reinstate that chase. It adds more suspense on both sides, and really makes you feel like you're hunting characters who are fighting for their lives. Its just a cool aspect to me.