sizzlingmario4
sizzlingmario4
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2920909#Comment_2920909
You still have two health states and shes an m1 killer, I really dont see anything powerfull on her there.
If you have 2 healthstates that means corrupt purge is available and is capable of downing you in seconds. One use of corrupt can change the game extremely quickly.
Either that or she’s an m1 killer but you’re broken and you likely have a repair speed debuff as thana is basically meta on her. You also can’t hide since coughing will give you away even with IW.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2921817#Comment_2921817
I would think Myers players would also not want their Tombstone add-ons to continue to be screwed by survivors hiding in lockers - especially for that terrible Evil Incarnate achievement. Make it so that upon hooking the survivor once and stalking them X amount, you can kill them any time (even from the dying state).
I think that’s fair, at least for judith’s.
Honestly TP should just be removed and replaced with something new, we don’t really need more than one instakill addon.
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@[Deleted User] said:
Why? Myers has the most versatile mix of addons that compliment multiple different playstyles. It also makes him one of the scariest killers to go against since you don't know right away if it's scratched mirror, tombstone, or anything in between. If anything, I wish more killers could "change" their power like Myers can now.
TP is too strong but there’s nothing wrong with the Mirror addons and judith’s tombstone. They don’t need to touch those 3 at all and I agree I like that he has those ways to change his power a bit and I wish more killers had similar stuff. He mostly just needs some improvements to his basekit and not much else.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2921236#Comment_2921236
Yep, they will nerf tp and "buff" his base kit in a way that he will remain weak and m1.
I wanted his update for a while but after seeing the treatment other m1 killers got, I doubt he will end up decent.
It is not a good trade off imo. Tombstone piece makes him a threat somewhat. Devs won't compensate for that.
Tombstone piece is busted and needs to be changed regardless of what they do to him (and quite frankly I was shocked it wasn’t nerfed in 5.3.0, I thought for sure they would). But I understand your concerns based off some past changes that were insufficient. Legion got what they needed, but a lot of other killers didn’t and that’s absolutely a valid point.
I want TP changed, but I also want him to get the basekit changes he deserves.
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Unfortunately tunneling seems to have become more popular ever since they introduced COH and as long as boons stay the way they are it’s probably not going to go down. I hate getting tunneled as much as the next guy, but it’s not going to stop until the game is more fair. (And even then, some killers would continue hard tunneling anyways because they don’t care not to, which is why we need some kind of baseline anti-camping/tunneling change.)
But I feel you. Getting tunneled early in the match sucks. If I get tunneled at 1 or 2 gens when the killer is about to lose then I’m way more understanding (and this is generally the policy I follow as a killer, no intentional tunneling before 1-2 gens left unless you give me a reason to), but getting immediately tunneled off hook in the first few minutes of the match just feels bad.
It’s a vicious cycle. A killer may try to play fair and get stomped by some sweaty SWF with 2 BNPs and full meta and get clicked at in the exit gate, so then they hard tunnel the poor solo survivors they get queued up with next match who had nothing to do with it. Then those survivors shift to more sweaty loadouts because they’re rightfully tired of dying within 3 minutes of the match starting. Then killers react by bringing 4 slowdowns and tunnel more to attempt to keep up. It’s bad, and isn’t going to be easy to fix. Tunneling and camping need to be less effective strategies, but weaker killers also need to have the tools to win without them.
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No. Trickster is terrible design and making him 115 does not fix it.
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I think her lullaby should be reduced (but not removed entirely).
Her TV cooldowns should be swapped/reduced. The cooldown after teleporting shouldn’t be longer than the cooldown for a survivor turning it off.
Could do some stuff to her passive phasing to make it better.
Condemned probably needs some more tweaks. At the very least, fully condemned survivors should be Exposed, but that alone won’t really fix it. The majority of matches against her, condemned means absolutely nothing at all/I never touch a tape unless I specifically want to disable a TV.
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No, they need a rework. No amount of small tweaks is going to save that horribly designed killer.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2921125#Comment_2921125
I didn't say having a late game mechanic isn't fine, but having a pity escape mechanic that only favors 1 side is bad game design
Yeah but how would you fix that?
You can't really just remove it; there would be no incentive for the last survivor or last 2 survivors to not hide for eternity knowing they have no chance to escape.
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The killer is always going to have to micromanage more stuff. They are playing for themselves, the survivors are a team of 4 who can coordinate and work together.
That said, there is a difference between that kind of "natural stress" for killers that is inherent with the game's design and extra stress created by things in the game which aren't balanced, and that is absolutely something that can be cut down.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2920898#Comment_2920898
Yeah, fair enough. On the other hand, because Trapper is on the weaker side, the strong Add Ons (like this) are usually more known.
Sadly this picture cannot show that this Yui was always walking to hold her Sprint Burst and that she dropped Shack Pallet while Trapper was 500 meters behind her.
Finally someone who actually knew not to attempt to free themselves from the trap.
99% of the time when I go against a trapper with that addon, someone else gets trapped and downs themselves because they either don't notice the icon at the bottom, or don't know what it means.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2920574#Comment_2920574
I disagree with camping bubba cant win if he camps every survivor to death at most he might get two. A win is effectively 3-4 kills. It the most unambigous way to explain a win without resorting to a million clauses. After all only one side should really win otherwise the game has more winner then losers which is nonsensical.
Bubba definetly has the easiest power to use and his saw is an excellent counter to coh which is still extremely popular according to a recent post. He is hard capped by his lack of movement which imo is fair consodering his power is very strong. If you want a killer that can gothe distance with a medium skill floor blight would be my go to. Its a harder killer but you dont have massive handicaps like other killers.
If you run the typical basement build w/ agitation/iron grasp/insidious/noed then yeah you shouldn’t get more than 2.
Allow me to introduce you to camping bubba with corrupt/deadlock/noed/nwo. Buys you enough time for the gens to not be done by the time you have a kill and you can often end up getting 3 or even 4 with 36 seconds of nwo. Swap corrupt for bamboozle if you want help getting the first down asap.
(Also I’m not recommending you use this, but I’ve gone against it plenty of times and it’s unfortunately very effective.)
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And this is why you run thana so survivors do cleanse or it makes it that much harder for them to get through 5 gens while being broken all game.
I'm just happy she feels way smoother to play now than she used to.
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@MB666 said:
https://forum.deadbydaylight.com/en/discussion/320445/suffocation-pit-have-too-much-tl-s
welcome to Realm beyond my guy , where maps didnt got balanced at all stil.😒
I swear there's literally no pattern with their map design.
Some of the map reworks are solid and then on the other hand last year we got the reworked Game, RPD, and Eyrie of Crows which are all some of the worst maps in the game. Then we have new haddonfield which so far seems significantly more fair and much better without all those huge fences.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2921024#Comment_2921024
My post was nothing about facecamping, it was about hookswarmers and body blockers.
If you swarm the hook as Bubba you get what you deserve. And I am putting 500 hours into him right now and see it every single match.
Don't swarm the hook, that is literally WHY BBUBBA EXISTS, if Bubba catches two or more at hook, it's not his faul;t, it is yours
A killer that can down both the unhooker and the unhooked survivor in one attack THROUGH BT should not exist, period. It doesn't matter how it happened.
Yes, unhooking behind the killer's back when the killer doesn't intend to camp/immediately swarming hooks is stupid. That's why hook grabs exist.
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The perk is fine now. The 4th token it got doesn't seem like a huge buff but in reality it actually did a lot for it. Distortion is super underrated imo
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2921014#Comment_2921014
Bubba was given to us specifically to deal with those types of players. Hence Franklins, BBQ etc,... to understand Bubba you have to remember where the game was at that time.
Bodyblocking and hookfarrming is meta. I record all my matches, play Bubba daily, you know how many times 2-3 are at hook to save the one person?
EVERY GAME
Just because bubba is good at shutting that down doesn't mean his facecamping ability is healthy for the game. If he wants you dead on that hook you will die.
What they need to do is find a way to change it without nerfing his chase power because there's no issue with that.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2920934#Comment_2920934
There is no issue with the addon. Because Omega Blink isn't a thing in the game anymore. It hasn't been since 2019 when Nurse was reworked. It's like people complaining about "instasaw" before they chopped off Hillbilly's testicles, when they didn't know what real instasaw was.
However, if Omega Blink WAS still a thing, it would require BOTH range addons. Not just the purple one; and even then, it's not omega blink. We need to stop nerfing killers. There's already a killer shortage and killers don't need nerfs.
The range addons are still bugged. Last time they fixed them, they only fixed part of the problem.
They're not asking for a nerf, they're asking for a proper bugfix.
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Fall stagger is fine. Removing it would not be balanced
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2920565#Comment_2920565
Shelter Woods is typing...
I’d legit rather play on shelter woods than suffocation pit
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I legitimately don't think I have any builds that I get a lot of hate for. I never run full-meta on survivor (I typically limit myself to no more than two meta perks, the other two have to be off-meta) and never use coh, and as killer I never use noed so that probably helps a lot. I definitely do have some strong killer builds though.
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Probably bubba, but honestly his skill ceiling is not even that low. You just don't need to be anywhere near his skill ceiling to do pretty well with him if you camp and use the right perks.
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It's the worst macmillan map imo. For some reason my friends don't really mind it that much but I absolutely can't stand it. I already dislike that kind of map structure in general (where there's two sides that kinda naturally split the map in half) but the amount of tiles that can be chained together in the center is ridiculous. I don't have fun on that map on either side.
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Agreed. He doesn't even need a rework or anything, just some smaller changes.
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@Heartbound said:
I'm amazed this perk keeps getting recommended. Even if it worked properly it's still trash. You walk to the other side of the map and you get the gen jockey off the generator and into a chase.
Oh no you walked by the stealth immersion gamer that's going to hide half the game, now she can hide while you're in chase with the gen jockey. Oh no aaaaa
I agree, I think Lethal is extremely overrated.
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@Brimp said:
Dont forget that you now LOSE COLLISION with trapper while he's setting a trap. So that basically doesn't allow you to punish survivors that trap themselves in a corner for a free down.
Wait seriously? I didn't even know that, that's really bad.
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I had a funny solo queue match against a killer doing this like a month ago.
It was Knockout Clown on Shelter Woods, who also ran Infectious and Cigar Box to know if anyone was within 16m of slugs - and therefore know whether he could get away with slugging or not. Occasionally he would hook, but for the most part he'd just leave everyone on the floor. It ended up being a super long match and he nearly got us all at one point when we had 2 gens left and I was the last survivor not slugged (and he knew where I was) but I managed to juke and get enough distance to get someone up without going down and got us back in the game. We ended up all getting out. But it was funny and we all laughed post game.
But pretty much all I did that match was rotate between doing gens, getting chased (he played a lot of hit and run with it too), and looking for slugs. I think the jill was on the floor for nearly 2 minutes at one point before I finally found her. A few times we kinda just had to run around the map looking for people, and it got to a point where I was actively looking around trying to see where he was or if I could see gas bottles so if someone was downed I'd have a rough idea of where to go.
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Rekindled totems count as hex totems for most purposes; pretty much the only differences are that they look slightly different and they also cannot be blessed at all, even if the survivor has a boon perk.
But they will still trigger Retribution like any other hex totem and they even cause Thrill of the Hunt to regain tokens. They also work with Undying and Pentimento can be transferred to a regular hex totem if a rekindled totem is cleansed while undying is still active.
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I don’t bother unless the survivors were toxic. Usually I don’t care if the last survivor escapes or not and I often give hatch anyways.
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Normally they’re on Tuesdays, but it’s going to be Wednesday this time.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2920037#Comment_2920037
Fun Fact, they don't anymore. The chains that spawn while solving the box comes in 3 waves of 3 with pauses after. If you try solving the box while the active waves are spawning, it will interrupt the box solving but if you wait then solve, it will cease all spawning. When he first released they wouldn't stop spawning making it incredibly hard to solve the box once the chain hunt began.
Now unless you meant you wanted chains to do nothing while solving then I disagree, they have a way to counter it already and it is up to the survivor to avoid getting punished.
Yeah I know they spawn in waves, but that’s not very intuitive at all and isn’t clearly explained anywhere. I have seen countless players ask how they’re supposed to counter it properly and there’s really no good reason for it to work like that when they are actively trying to complete the objective necessary to end the chain hunt.
But I also agree with the OP that him breaking his own chains is silly and should be removed. Although I would be fine with your respawn idea as well.
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I agree, but his chains also shouldn’t interrupt box solving unless he summons the chain on his own. Those are the two changes I would make to him.
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Farming is rare enough that I never really have an issue with it. I’m glad you had a nice experience you were able to share :)
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Depends. There's no blanket yes/no answer to that.
Assuming it is an actual 50/50 pallet that can be mindgamed by an M1 killer, typically no, I won't break it immediately. A lot of survivors also will just run away from a loop after a stun in which case I might not break it and just go around the loop and follow them if it’s faster to do so. I also like to fake breaking pallets though it doesn’t work with every killer as some animations are more difficult to fake.
If it’s anything much better than a 50/50 I’ll probably just break it, and obviously with safer pallets you don’t have a choice.
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Overheat isn’t even a problem. Was it necessary? Not really, other than maybe for hook camping. But Billy has other issues which are far more important.
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2919793#Comment_2919793
Reverting a change is admitting they made a mistake. They only do that when they really screw up. Like patch 1.9.2
Tbf they did also do that when they nerfed engravings.
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Shelter woods is just kinda boring and doesn’t have a lot to work with. It should get a minor rework and be made slightly smaller.
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@WeenieDog said:
speaking of hatches, They did change the hatch still having collision while it's invisible right?
Yes they did change that
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Wraith, Bubba (if they don’t camp), Spirit, Artist, and Myers are probably my top 5.
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It just needs an additional effect. Blindness is too unreliable for a hex totem.
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It should stay if you DC, but otherwise I agree. In the realm of rank-based matchmaking it was necessary; now it’s not.
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The pallet needs to be around halfway down before it actually stuns the killer.
If you’re hit before that happens but after you start dropping the pallet, that’s still a valid hit and it won’t get rejected. The killer will still get stunned after the hit, though.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919237#Comment_2919237
That too. Unbelievable when I first saw it.
As much as I wanted the slowdown addons gone, what they were replaced with is genuinely just sad.
I swear they just straight up don’t know what to do with freddy in general.
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Well, if we aren't counting the fact that bubba can largely deny the unhook from happening in the first place and also consistently down through BT, then it's probably pyramid head due to his ability to bypass DS.
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A new survivor perk being meta would mean it's as strong as or stronger than the current meta, meaning it's very likely to be a completely broken perk. It happened with COH and it happened with boil over when it was first buffed.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2918640#Comment_2918640
I feel that. Both the finals and miserable Survivor games.
Finals my freshman (and only) year were absolutely brutal for me, good luck!
Thanks, hope you get some better survivor matches in the meantime
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@Heartbound said:
Honestly I'd expect a survivor perk that allows survivors to break walls with a loud noise notification before I imagine they'd take out the walls.
That would be ridiculously broken on certain maps and yet I would not be surprised if we got that at some point.
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My main issue with breakable walls are walls which don't give the killer any benefit from breaking, for example the preschool main building walls that were recently bugged and some of the walls on dead dawg's main building (not the ones by the windows but the ones on the sides in the rooms nobody ever goes in).
No killer who knows what they're doing is going to break those (except for one on preschool if they have to in order to reach a hook - also bad design) because they know it doesn't help them/it just makes the loop better for the survivors. If the killer is a newer player and breaks them, then they've just made the game harder for themselves without knowing it.
Dead Dawg also just has way too many of them in general regardless of their design/how important it is to break them.
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While I agree that iron grasp is too similar to (and is outclassed by) agitation, I don't really like that rework because pallet saves/head on saves are already kind of situational and don't happen every game.
I wouldn't necessarily be opposed to merging iron grasp and mad grit into one perk, if not for the fact that the increased wiggle time would instantly give it away and a SWF could then just tell their teammates not to bother attempting to take hits since it won't do them any good.
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All they need to do is get rid of great skill checks on wiggle.
The base time of 16 seconds is perfectly fine. Doesn't need a buff or a nerf.
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Neverending Madness - I like that. It's like Oppression kinda but without having to kick a gen.
Relentless - I like the idea but that might be too strong. I'm not sure though, I'd need to see it in action.
Broken Bonds - Isn't this just Third Seal but way way better? Like yeah it has to be a basic attack vs. any injure but that's well worth the extra effects.
Acuteness - Solid perk, although when would the aura reveal occur? Would it be at the start of the 20 seconds or at the end? A lot of healing actions won't take 20 seconds to finish.
Silent Approach - I like this one. Does this affect notifications from killer perks as well (eg. Tinkerer/NWO/Discordance)?
Within Reach - Seems very strong. Basically Second Wind but on command and you can stack up multiple uses.
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It should be changed, but not buffed or nerfed. It just needs a rework.