slim0b
slim0b
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This is a bully squad in action, there isn't much you can do since even if you "apply pressure" you really can't "apply pressure" to 4 different sides of the map at once, you'll injure one and go find the others he'll just get back on the gen, you down and hook you'll waste time hooking.
With people like this the best option is to slug, but it's often too late when you realize they're genrushing.
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@xenotimebong said:
Because he’s so big in terms of viewership and number of YouTube videos, I think that new DBD players are highly likely to see Tru3’s content first, so a lot of his community is newer players who are looking to understand the game. He’s good at explaining things in a straightforward way and he does have a good grasp of most things so you learn a lot watching him.
This definitely skews towards killer though. If you want to learn how to play survivor you’ll probably go elsewhere. He leans pretty heavily in to the “underpowered killer destroys toxic 4 man swf” type videos because they give him a lot of clicks, so he attracts people who are looking for that kind of content (who will typically be newer killer players that are struggling against SWF and want to see how to beat those teams), and turns away new survivor mains who are more likely to want to see juke montages, flashlight guides, etc. etc.
yeah that sounds reasonable
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lmao if you have detective's hunch t3 you'll know where every single totem on the map is by the time 3 gens are complete.
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It's only enjoyable if you're playing a solid killer.
Otherwise they'll just keep playing with you for the whole match.
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nah hes just underrated and his power is so well-hidden a lot of people are just not finding it
I know it's difficult but hold on and try your best not to call me bait, what if I told you it's the game designer's own words?
https://youtu.be/7QW6_qIooyU?t=302For real though he could use some love everyone agrees but I don't think he'll be getting some anytime soon :(
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@marcocordon said:
https://forum.deadbydaylight.com/en/discussion/176150/wait-why-were-the-engravings-nerfed
https://forum.deadbydaylight.com/en/discussion/176150/wait-why-were-the-engravings-nerfed
https://forum.deadbydaylight.com/en/discussion/176150/wait-why-were-the-engravings-nerfed
Yes. I noticed it. Each engraving has the charge time increased approximately from 12% to 19 - 20%. For exemplo, when I use Tunned Carburator (charge time -18% or moderatly) with one engraving (should be + 12% or slightly), the charge time bar is red (not yellow). Please fix it soon.
It's not a bug, it was listed a nerf on the wiki
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1- Use aftercare instead of Empathy.
• Botany knowledge is really nice too, but it doesn't synergise with autodidact, if you heal in a shorter amount of time you'll theoretically receive less skill checks.
2- Use prove thyself, since your teammates will usually stick around with you after you heal them.
• Use an exhaustion perk, go with Dead hard for the most part, basically a third hit if you're at a loop (and can loop obviously). It's almost a must with everything. (optional)
3- Maybe use solidarity? Since you'll be healing a lot you wanna make your teammates spend less time healing you too.
4- Spine chill as a great perk overall, but for the sweet 10% skill check chance too.
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Good lord this is another level of whiny. lightborn can be replicated by facing a wall and franklin's demise serves absolutely no purpose to killers that aren't hag or wraith.
You won't be seeing them get used often unless its for a meme
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@53nation said:
Unlikely. You may however get to see the perks everyone was using.. someday.
good one
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@kate_best_girl said:
Okay no hate to Scott since its not his fault but whats with the recent rise of praising him like he's a god? This man says one thing and suddenly its on the forums like "SCOTT JUND SAID SOMETHING GUYS EVERYONE NEEDS TO KNOW AND THIS NEEDS TO BE IMPLEMENTED!!!!" Like who even is he-
I'm honestly not even a huge fan I found out about him like 2 months ago, I'm just using a streamer who made some valid points in a couple of videos beforehand to back up the point that knock out is trash.
I'd be ok with any other change that just prevents SWF from completely destroying the perk's functionality.
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@Ramxenoc445 said:
I think billy should suffer more with the overheat mechanic. I do like that he can't spam it but at the same time based on what people are saying he can still spam it to go across the map and down people as he has been he just can't spam it constantly in a chase with someone. All the killers seem to have a downside or cooldown to their power and its unfair to me that he still basically has none. Legion gets a bigger cooldown but their power is just a tool to injure people and not down them instantly. The leatherface stuff seems fine minus how far his power goes now. Maybe it was an addon but i don't think he should be going the distance he is going with his chainsaw it feels difficult enough to try and dodge if you don't have a window it shouldnt be taking him from shack all the way to a different tile set outside across from it. Personally though i feel like they ignore the harder to tackle problems till they feel like it or a ton of the community complains about it like the Spirit situation.
Why in god's name do people judge how good a killer is by comparing his/her mechanics to other killers?
A killer is strong if he performs well in the red ranks, not if he has a silly cooldown or not. Base-kit billy was the most balanced thing to exist and all he needed was to remove some of his bullshlt addons/prevent their stacking. And guess what, they did both.
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Well we need something to work on his mobility, and reloading bottles is what messes it up.
Clown has 4 bottles and you need to use at least 2-3 to hit an ok looper at a jungle gym. You always run out to get a down on a healthy survivor.
You can easily compare him to doc or huntress, and as you said he just lacks so much. There's a video of Yerv making suggestions, some of the ones below are his.
1- He should have more bottles by default, 5 or 6
2- The whole bottle reload thing should be gone for good and the bottles should recharge passively, 1 bottle/3 sec
3- Gens that he damages should be trapped with a gas cloud, this gas cloud emerges as soon as a survivor touches the gen, and obviously causing them to scream like default. It could act as a built in surveillence
4- Allow gas clouds to also penetrate like 1-2m only on the other side of a wall.
5- Direct bottle hit = 3s exhaustion
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Yeah i wanted to show it from survivor's prospective but people don't usually upload getting dominated :|
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Jon Rob also has a really cool Oni chase theme, but like Oni's fine rn
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If you play here without CP you'll be a budget legion, you can injure everyone but you can't shut down chases because you're an m1 killer.
Honestly Pick both apple addons you start with 3 corrupt purge pools, and get straight into assault. This way you don't get genrushed.
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Clown, even after his chase shutting buff he fails to apply pressure immensely.
Pig has the stealth factor at least to back her up, wraith has mobility with windstorm and a bit of stealth factor. And deathslinger as he said is mid-high once you become a good shot.
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I won't really go into how several killers were better than him but he still got the nerf, but lets stick to the engravings. Below is a video of it.
https://www.youtube.com/watch?v=l-dDtHBr7SIEvery single video here was a 1v1, there was interaction between billy and the survivor. The survivor messes up and gets too close, and hes punished for it, If he keeps his distance Billy will just waste his time revving. There isn't a time when a survivor got downed and said "Ok this was bullcrap it was unfair"
but billy is already fast.
Then why were these addons put in the game in the first place? The veteran devs knew they would change up the playstyle as shown above, new devs just gave a big fuck you and instead of even trying to vary them, they just nerfed them into the ground.
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@ClickyClicky said:
Its called balance
It's called murder. The add-ons already had drawbacks, what in god's name can I do with 10% extra speed AND it costs me 2x increase in charge time. Just change them into something else at this point.
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@Mozzie said:
+1 to metal chase music for legion.
Yeah it certainly does fit their chaotic appeal
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@idektbh said:
Maybe something like moris being base kit? Or the gens speed being slower? Idk, but I think any change regarding swf should only work against rank 1 swf. Keep in mind not all swf are toxic and sweaty af
Yup, only full red rank squads.
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@bubbabrotha said:
Oh my god.
Is that a sign of approval chad bubba?
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How about we merge no mither and OoO into one, the most toxic perk in the game with its fair share of drawbacks, it will still be bullcrap in swf tho so I think it should just go idk.
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lmao they mostly pull out changes out of their asses, we were expecting something to happen about spirit or ebony moris/keys or iri heads.
Somehow we get billy changes and a buffed franklins, they might have their bias here and there but they don't listen to either side of the community anyways.
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lmao do you actually think the devs read this section? only mods reply here go talk in general discussions or something I can't tell the topics here apart from there at this point.
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No we dont.
Lmao who are you speaking for everyone loves new chase music, a lot of people were hyped for demo's and oni's intense chase themes.
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@thrawn3054 said:
I don't care for it. I wish it was a banjo theme. Especially if they could have made it slightly unnerving.
Yeah I also kinda wanted something more southern.
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@Hag.is.Dtier said:
tbh I don't see why he couldn't be 110% when charging of the abyss when Pyramid Head's ability goes through objects.
Now that some people have played against PH, do you think this buff would be reasonable?
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1484442#Comment_1484442
Believe it or not there are more than a single problem in the game right now. One shot hatchets is one of them, killers with no counter play is another. Try looking at other discussions, maybe getting out of your killer main bubble would benefit you.
https://forum.deadbydaylight.com/en/discussion/175825/simple-idea-for-a-iri-head-rework
I don't agree iridescent addons should be straight up buffs to abilities, then there wouldn't be any balance left in the game. It should be something that changes the playstyle of the killer like Hags, Myers's or Ghostface's iridescent addons. If other addons couldn't increase the magazine size I believe it would be good enough.
Yeah I agree that's what their consistent theme seems to be.
But lately this "unique" pink add-on theme only makes them straight up awful. Which is why I think simplicity is best.
Pyramid-head's, demo's, and even deathslinger's are all worse than commons/uncommons.
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lmao notice how nobody said the king
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Let me give an example
https://youtu.be/UfRH5VzNOhITrue's video, "This is what gen rush means when people ask". A lot of people say "oooo this or that streamer played very well still gen rushed!" but you can see many mistakes happen.
You can see at first he decides to go for a survivor wandering, waste time getting pallet stunned and breaking pallet, holding W, but anyways let's just let it slip.
At the 50 second mark, he hears a gen nearly done near shack, but still loops the laurie around shack? Like normally you'd go for that gen and shoo the survivor off it.
If you send me a clip I can try to point out mistakes, I'm not denying gen-rush exists in SWF and a terrible map/picked killer, but normally it really is just mistakes.
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@Altima9619 said:
True Gen rushes however don't happen because 2-4 survivors bundle up together on the same gen, they happen when each survivor is on a different generator spread across the map while one survivor keeps the killer in chase.
Again something this organized is almost impossible to happen in solo queue, a 4-man SWF is discarded from most killer arguments really
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Also please remember, finding a survivor on a gen is a TON better than finding a survivor wandering. So try to prioritize them and maybe even ignore sometimes.
Obviously the same discussion can't happen for a 4-man SWF since whoever you chase someone will take his place on a gen through their comms, a good 4-man SWF will crush most killers anyways unless its spirit or a good slug oni etc..
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Scott beefs with a lot of people on twitter and acts overly aggressive in my opinion.
This ^, he just likes drama.
Obviously otz is top tier quality content he made hours of guides and hes very educational.
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@[Deleted User] said:
I think they mistake constantly underperforming survivors for overperforming killers. There's a 50% chance a red rank survivor has no idea how to loop a basic jungle gym or killer shack. You see survivors at red ranks escape and somehow end up with 12k points. 12 minute games. It's incredible. There's an implicit bias in the decision making regarding the balancing of the more powerful killers. Instead of saying "You need to perform well to escape", they nerf them.
You get the point, they're doing it from a rank 20 survivor POV.
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Here's screenshots if you also think I'm lying about survivor mains thinking the nerf was unjustified
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@xenotimebong said:
So what should justify nerfs in your opinion? If not data, then what? The opinions of streamers, who are likely to be heavily biased? The opinions of red rank players (lol)?
Yes, the opinions of red rank survivor main streamers who also thought this nerf was bullshit.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1482295#Comment_1482295
Lerrys, hawkins, the game, midwhich, yamaoka...
Many maps were pretty against billy. And this is just seeing it from the map pressure perspective. There are a lot of more maps with loops which billy cant curve on.
I think YOU see old billy as not fine because many boosted animals were rocking the busted addons combos. This makes the killer billy look busted. But when looking corretly its just the addons which makes him busted
Exactly, the only change he needed was making the addons NOT stack. But we just had to fuck everything up in the process.
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@Todgeweiht said:
Jesus christ, Billy was not fine! In THE SLIGHTEST! He had limitless map pressure and an instadown, both with absolutely no limits.
His instadown that could be countered by looping a simple TL wall, spinning, not waiting at pallets, juking, keeping your distance
They even admitted he has a good amount of counter play from the survivors and when they release him they dive deep into the bullshit, it's like they're saying "He's fine and balanced but hes better than the shitty killers we released"
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This is high quality b8 I haven't seen in so long, trapper needs a nerf lmfao
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1479865#Comment_1479865
Stalking is useless against decent survivors.
LMAOOOOOOOO you just cant play him.
Ghostface is a stealth killer with an insta-down if played properly you can make it impossible for most survivors to tap you out (at least before you expose them).
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1479374#Comment_1479374
I had a similar idea with huntress lullaby where it works like devour hope. 3 stacks gives no skill check sound and 5 stacks give oblivious status effect as long as they are working on a generator.
It's easier to get stacks with lullaby than with devour but devour us stronger than lullaby so it's fair.
That's actually really nice, I'd love to see more perks with buff suggestions below <3
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/1479131#Comment_1479131
Ultra rated are designed to change how the killer power is played (in theory). So even if they aren’t overpowered, they are game changing technically
Then make them change the way they play in a good way? Nurse's ultra rares are trash, so are Demo's and Pyramid head's. Compared to something like the black incense from Plague or Both fingers from Clown.
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Honestly it seems to me that they balance the game to please rank 20/new survivors since they'll give them the most money.
As for the old players they've already paid what they have to pay.
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@gofu said:
https://forum.deadbydaylight.com/en/discussion/comment/1479118#Comment_1479118
Yes, I'm not saying the commons should become the very/ultra-rares.
I'm saying the very/ultra-rares should do something significant compared to the commons/uncommons.
^
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Because most killer perks take effort and a price/requirement(s), while most survivor perks just activate.
It's also why the perks without ridiculous requirements usually tend to stay on top (BBQ, Pop, Nurse's, Discordance, Corrupt, NOED, etc..)
Unlike a "gen slowdown" perk like surge, which has 5 requirements (down a survivor, with basic attack, when surge is not on cooldown, when gens are within 32m, when gens are not damaged or surged) for a reward of, wait for it. Damage and 8% regress the gens
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I mean the problem with the system is that as survivor you can get to red ranks but just playing the game a lot, but as killer you have to mow through people who can loop occasionally. So there's basically a TON of red rank survivors, and they don't have anyone to get matched against (cause most killers cant endure it until red ranks).
As rank 1 killer it'll only bring you more frustration but hopefully you can use that to become a high-tier killer, good luck on the journey and all we can do is hope the new MMR does something.
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@Голубой said:
To the people saying quick chat messages:
Umm no...this would be a nerf to solo queue. People who just stop moving and be keyboard warriors all game.
They're called "Quick" messages for a reason
They're already input by the devs, like CSGO "Stay here" message through pressing X then 4 or something like that. We can have something like
"I'm going for the rescue" to avoid a swarm around hook
"Focus on the generators!" if you're being camped
"Help me!" If you wanna call for help when the time is appropriate
Just super basic things that shouldn't be hard to implement
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@ZFennecFox said:
The only way I would consider adding comms is only if its proximity based. I.e the person talking gets louder the closer you get to them and so on. As well as making it so the Killer can hear as well.
Other than that there isn't a whole lot you can do besides allowing each survivor in the lobby to see each others perk load out.
Obviously killer hearing comms will get complaint. We can say like the entity blocks it from understanding their whispers or whatever.
And comms in the first place isn't a nice idea to begin with, you could imagine a toxic teammate screeching at the top of his lungs on the hook.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1477424#Comment_1477424
By implementing in game comms. Make every game swf.
@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1477433#Comment_1477433
OP's idea is to technically nerf SWF by buffing both solos and killers. When killers get buffed, solos might need some help.
these 2 get the idea.

