sonata93
sonata93
About
- Username
- sonata93
- Joined
- Visits
- 1,259
- Last Active
Comments
-
Yeah, killer is by no means 'easy'. In my opinion (I say this as someone who mostly plays survivor), playing killer is far more difficult and requires more attention/thinking.
I will say though, it feels more enjoyable and achievable in terms of getting hooks. I was never particularly good at killer, but since the patch, I consistently get 2k/3k's. Whenever I get annihilated it's usually by a SWF who've brought a map offering to a notoriously bad killer map (Gideon, Temple, Eyrie, etc.). It's still by no means easy though.
-
@Ayamir said:
Plague I don't go against her that often but everytime I see her I want to DC I just don't like having my character vomiting the whole game and she just counters healing builds which is just bad and lazy gamedesign you're literally getting punished for running non-meta perks like For the People or we'll make it.
I just find this killer so braindead easy to play you get rewarded for puking on gens free injures with no mechanical skills or strategic thinking needed.
I don't think Plague is a popular killer but since this new patch with the increased 10 seconds on gens and the tiny Thanatophobia buff she is more common in my games.
I hate Plague what a disgusting killer.
I have to disagree that she's 'braindead' and doesn't require 'strategic thinking'. She's very much like Legion in the sense that her base power is keeping the team injured (infected in Plague's case) which by default gives her some level of map pressure. However, other than that her basic M1 is weak, and most good survivors know not to cleanse against Plague as that essentially denies her power/oppressiveness. Like other M1 killers, she needs to patrol gens, spread pressure, be good at chases/downs, etc.
Also, regarding what you said about 'countering healing builds': that's not bad or lazy game design as you always take a risk as both survivor and killer in terms of what perks you bring and whether they'll be effective against the opponent(s). What I'm saying is that your build is not always going to suit the game you end up in. For example, as a survivor bringing COH, that perk will be redundant against Plague/Legion as you'll spend most of the trial injured anyway. On the other hand, a killer who brings a Hex build will get completely countered if a survivor brings Small Game/Counterforce. Or you may bring an aura-reading build which would be useless against Distortion; that's just a risk you take.
-
First off, just because Legion is generally an M1 killer, that doesn't mean they have no chase/down abilities. In the hands of the right player with the right perks/hexes, there are plenty of opportunities to get downs as Legion.
Secondly, if you read most of the comments re. Thana Legion, the main complaint is the sheer boredom/monotony of playing against them. Considering Legion's main power is essentially keeping survivors injured, that power stacked with the gen speed buff and perks like Thana and gen slow down/regression perks (Overcharge, Jolt, Pop, etc.) makes for completely boring, repetitive, and unimaginative gameplay. Criticizing people's "lack of skill" completely misses the point: no one's saying Legion are difficult to verse, they're saying the games have become unbearably boring and long-winded. The sheer length of matches against Legion due to all the aforementioned issues inevitably gives killers a significant advantage as they now have much longer to get downs (even with weaker M1 killers like Legion) and apply more gen pressure because all these buffed perks seem to stack.
'Precious E'? 😂 How long has this new patch been live, like over 2 weeks? Any discourse around DH seems to be from players who are still disgruntled by the perk. Everyone cried and whined to get the perk nerfed, and now that it's nerfed it still lives in people's minds rent-free.
Just because you have an opinion about Thana Legion (which you're perfectly entitled to), others are also entitled to an opinion and to feel differently based on their experience. I respect your opinion, but It's nothing to do with skill; it's about people feeling fed up with playing gen/healing/mending progress bar simulator.
-
While the new and reworked maps look far better in terms of graphics and quality, I miss the aesthetics of old MacMillan/Coldwind maps. I loved how each realm had its own, unique identity.
Also: ranks! I know the old matchmaking/rank system had its faults, but looking back I feel I had more solid games with people who were more at my skill level. This current MMR feels chaotic and completely random.
I know this isn't 'old DBD' persay, but I miss the BBQ and WGLF bp's. I still don't understand why they did that.
-
@versacefeng said:
Sprint Burst has done more for me than dead hard.
Don't know why, probably because I'm on console.
Same here! I always preferred SB/Lithe over DH any day.
-
I think I'm in the minority here but I much prefer the new Prestige system. It's nice to get T1 teachables after prestiging a survivor just once, and you don't lose all your items/addons for prestiging.
My only criticism is that useless common addons/items are now worse than ever and it seems much harder to get good/rare ones.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3097367#Comment_3097367
https://us.v-cdn.net/6030815/uploads/RXOTFIVJOJ0U/image.png
4 lines of Lithe now
https://us.v-cdn.net/6030815/uploads/6UKLLN7K0FTT/image.png
back to Dead Hard
https://us.v-cdn.net/6030815/uploads/16K4UYS1F3I3/image.png
to 4 Dead Hards
https://us.v-cdn.net/6030815/uploads/DI066HRTOGA3/image.png
So the meta change, if we dont have Dead Hards we have 4 Lithes or Sprint Burst, Off the Record or just a back to back Dead Hard.
It was supposed to be "meta change", but I don't see much diversity tbh. People still go for whatever is strong
DO YOU SEE THE USAGE RATE OF PROVE THYSELF???
Three games aren't indicative of overall perk usage, though. From my experience, four DHs in one game is unheard of because people just don't run it like they used to. At the end of the day, survivors will always bring exhaustion perks because it gives them a greater chance of escaping chase and buys them more time. Just because there's been a 'meta' change, it doesn't mean anything; both sides (survivor and killer) are developing a new meta, so it's only logical that we'll start to see the same perks in games once again. I mean, most killers I seem to be going against are bringing Overcharge/Jolt, and some of the 'same old' killer meta perks are still very present in the game (Corrupt, BBQ, etc.).
Also, Prove Thyself is becoming survivor meta because it seems 75% of killers atm are running gen slowwdown/prevention builds. As I said: Jolt, Overcharge, Thana, Pop, DMS, etc. are all so present in games at the moment, at least let survivors have one perk that semi-counters all these gen slow down perks.
-
I rarely go against him these days, but when I do the matches are... interesting.
Had one today on Shelter Woods that brought an ebony mori, and despite face-camping and tunelling straight off the hook he only managed a 1k.
-
I agree. I've always found it interesting how Freddy got nerfed into oblivion back when 'Forever Freddy' was a thing and everyone complained, and killers who actually never needed a nerf in the first place (Deathslinger, Billy) also got majorly nerfed. Yet, despite some minor changes/nerfs over the years, Nurse has always remained the most powerful and oppressive killer in the game. Her power was designed way back when DBD was an entirely different game, and every new buff and powerful perk that killers get, just makes her more and more overpowered. I mean, have the devs not seen the Starstruck/Infectious combo on her? Or that Hex build you see people running atm (Haunted Grounds, Retribution)?
I think even nerfing (or removing) her range addons and making her power a special attack would be at least a start and make her less overbearing.
-
I find it funny when you see people running 'old meta' (Dead Hard, IW, BT, and DS). These perks individually are still okay(ish), but as a build now it's just not the most optimal selection to use. I even saw a Nea run Spine Chill + Resilience (old vault speed build) before haha! I mean, OTR is essentially an IW/DS combo for a whole minute when you're unhooked. In my opinion, it's far more effective than running the likes of the overly-nerfed DS or the nearly-useless IW.
I think it's either a) they genuinely don't know about the update or didn't read the patch notes or b) they're feeling nostalgic and can't let go of the past. 😂
It's been a couple of weeks since the patch, and from my experience, team-oriented builds are now the most optimal and effective. Any perks that benefit the team/other survivors (CoH, Kindred, Prove Thyself, We'll Make It, Botany, etc) seem to be the way forward. Super aggressive/second chance builds just don't work the same anymore.
In terms of anti-tunnel/escaping the killer, the new meta in my opinion is: Adrenaline, Off The Record, and either SB or Lithe.
-
Absolutely - while I'm enjoying some aspects of the update, I've noticed way more camping and, to a greater extent, tunelling.
I think this is primarily because there's far less risk associated with eating a DS now, and obviously no more DH to help extend chases. Some killers will happily risk taking a DS because a) less players are bringing it since it was nerfed, and b) the 3-second stun is nothing major seeing as killers have greater power in chases now and generally more map/gen pressure.
Whilst I appreciate the incentive of base-kit borrowed, it's hardly achieved what was intended. I've noticed a lot of tunneling killers will now just breathe down the neck of the unhooked survivor for 5 seconds and then down them. I had this before against a really sweaty DSlinger: they camped a player to second stage, then followed right behind them and waited out the endurance just so they could use their ebony mori. 😠
The problem is, early game tunelling has always been an optimal play as logically speaking it's easier as a 3v1 than a 4v1. Equally, with gen slow-down/prevention becoming the new killer meta; getting a survivor out of the game early combined with the new gen meta (Jolt, Overcharge, etc.) is basically a guaranteed win for killer.
Finally, killers are incentivized to tunnel in the EG because survivor's have no meta anti-tunnel perks active (DS and OTR), and they don't have to worry about BT as no one seems to bring it since the update. This is so ironic as they were nerfed so that the survivor's don't get a "free escape", but now all the killer has to do is camp/tunnel during the EG and they essentially get a "free kill". Makes no sense to me, personally.
-
I personally don't crawl away from the downed spot unless there's a valid reason (everyone else has died and the hatch is near, or another player is going to try pallet saving me).
I think some people do it as a way of getting back at the killer. I kinda see why, I mean, if the killer's slugged you for a 4k and left you to nearly bleed out, why wouldn't you try and annoy the killer and deny them a hook? Don't killer's get less points for moris/bleed-outs than actually hooking and sacrificing survivors? So yes, technically it is a 'kill', but denying the killer the hook is just a way of trying to annoy them if they've been toxic/slugged.
-
No, I wouldn't say so. I think the big USP that DBD has against similar games is its collaborations with huge licenses. What other horror games can you get where you have characters from Resident Evil, Halloween, Saw, and Silent Hill all in one universe? Plus, despite the game's faults, it has got a certain character/charm that other likewise games don't have.
I do think, however, that this new patch has exacerbated some major issues with the game and it's pretty clear a lot of survivors aren't too pleased with the update. I think it may lose some survivor players, but then I'd imagine people are more inclined to play killer more as DH and genrushing are no longer in play.
-
Also, think about it like this: any other mechanic in the game that allows a killer to mori an unhooked survivor (Devour, Onryo's Condemned power, and Rancor) all give the survivor's optimal warning that they could be mori'd. Tombstone is the only mechanic in the entire game where survivor's can be mori'd without them having prior warning. Isn't that enough to say it's absolutely busted?
-
@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3096376#Comment_3096376
I play since 2017 and I've been honored to die like this versus Myers only 1 time.
Come on, nobody plays this guy, give him a break. He's the pure form of evil after all.
That's interesting - whilst I wouldn't say I go against Tombstone Myer's 'often' persay, I see them maybe three/four times per rank reset cycle. Sure, it's not a common occurrence, but there are players out there who use Tombstone and know how to use it well. I know this thread is about that specific addon, but I go against quite a lot of infinite T3 Myers, which is another busted addon.
Also, hasn't Myers got quite a high player base? He's not top-tier popular like Blight, Nurse, Huntress etc., but he's certainly more popular than DSlinger, Twins, Freddy, Hag, etc. I could be wrong, but I thought he had quite a high pick-rate?
-
I think people justify his busted addons because he's a weak base-kit killer. Whilst that may be true, it doesn't justify the existence of (arguably) the most powerful killer addon in the game. Being able to mori a survivor out of the game with absolutely no hooks is not, by any measure, fair, healthy, or fun gameplay.
I know people say "just jump in a locker", but sometimes he can catch you off guard and a lot of Tombstone Myer's bring perks like PWYF to get speed boosts. Also, you sometimes have to assume he's brought Tombstone which essentially gives him free hooks/sacrifices.
Tombstone Piece, Judith's Tombstone, and Infinite T3 need to go when he gets reworked. Putting bandaids over a weak killer with overpowered addons is not good for the game.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3091069#Comment_3091069
Oh i kind of get it. Being chased is fun but knowing that you will get sacrificed soon tains that fun. Like a last meal kind of deal.
Exactly that! It feels like a lot of effort when you know you're probably not going to escape anyway. Plus, being tunelled is just unfun, especially when killers do it straight off the back of a unhook. You don't even have time to heal and reset, and when the killer finally sacrifices you you wonder why they threw a whole match just to get you out of the game.
-
@Dead_Harder said:
Yeah i always got confused when people said being tunneled was 'denying to play the game' and then turn around and say the chase was the most fun part of the game and gens were boring.
Not liking doing and gens and disliking being tunneled can both be true at once. I happen to prefer chases as I find gens boring and monotonous, however, being tunneled means you don't get to engage in all other aspects of the match i.e. being altruistic and helping other teammates, totem searching, etc. I like to be chased, but when you're being tunneled it denies you the opportunity to reset and have a breather as being chased can be quite intense. Also, 9/10 times you get tunneled you end up being sacrificed (which is worse since the DS/OTR end game nerfs) so it also denies you, most of the time, the opportunity to escape the trial.
Being chased is fun. Being chased 24/7 and taking all the heat off the killer knowing they want you out of the game is not fun. There's a difference.
-
I literally experienced it in solo-queue this morning and a Clown managed to down me because of it. Rubber-banding doesn't just affect killers, you know?
-
The thing is, I understand and agree with why people hated old DH so much. When used by good survivors, it had the ability to extend chases and even circumnavigate specific killers' special abilities (Trapper, for instance). However, the outcry against it seemed like every killer was going against god-level, highest MMR survivor's who knew how to effectively use DH, which we all know, completely ignores the contingency of the many users of DH who weren't able to use it as effectively. Honestly, I've lost track of the number of times I saw survivors DH right out in the open or even DH into walls/objects. The 'Press E to win' has always been hyperbole as that mentality assumes all survivors were using DH, and as I said, were always able to extend chases (which we all know is not true). It was only the 'DH for distance' that was ever the issue, which has been blown way out of proportion. At face value, the perk is used to 'dodge a hit', which is by no means different from a killer being able to, for example, get insta-downs.
This leads to my next point: a lot of DBD players despise losing, and constantly look for reasons to blame others for their loss. You see it from both sides equally. Survivor's get 4k'd? it must be because the killer brought a strong build and NOED. All 4 survivors escape? It must be because their exhaustion perks and DS carried them. I'm not for one minute saying old DH wasn't over-powered and needed a nerf for a long time, but a lot of people jumped on the 'anti-DH' bandwagon because it was a perfect excuse. I think a lot of players just don't like to admit they simply got outplayed. Let's say, on average, 2/4 survivor's brought old DH pre-update and in a match, they all escape; I don't for one minute believe DH was the sole reason they won. A competitive advantage? Yes, but to imply one perk alone earned an entire team of four survivors 5 gens and an escape always was, and still remains, outrageous.
-
It doesn't surprise me. Survivors are more likely to hide and try and stealthily do gens due to the gen speed increase and 9/10 killers are running gen regression/blocking builds. They have no incentive to go out of their way to interact with the killer because their objective now feels much more difficult to reach.
-
I think Garden of Joy and the Haddonfield rework did a great job at capturing a spooky atmosphere.
Whilst I love Coldwind, those maps and the Eyrie of Crows just don't feel like horror game maps (particularly Eyrie). Far too bright and the art style just doesn't feel conducive with a horror themed game. Eyrie looks more like a fantasy game map to me.
Old Macmillan and Coldwind were amazing! Kinda wish they'd kept the same vibe for their reworks.
-
"Survivor's get what they want, one way or the other"...
So I guess the end-game deactivations of DS/OTR, IW and DH being nerfed into oblivion, the decreased gen speeds, and the complete removal of the vault-speed build (Spine Chill & Resilience) were all random dev ideas and had nothing whatsoever to do with the constant outcry from some killers?
Killers were overdue a buff and it will not change any time soon. You really think they'll bring back old DH or revert some of the changes just because some survivors are being vocal about their distaste for the update? They'll fine-tune it, which is exactly what it needs because some of the updates are great, whilst others... not so much.
-
I've noticed this too!
The last real strong survivor perk we got was CoH. Haddie's perks are mediocre at best and whilst Yoichi has a couple of good perks (Parental Guidance & Empathetic Connection), they're very situational and still don't match the power of some of the recent killer perks.
To put things into perspective, in the last year killers have received the following meta perks: Lethal Pursuer, Scourge: Pain Resonance, and two strong Hex perks (Pentimento and Plaything). A strong case can also be made for perks like Grim Embrace, Merciless Storm, Call of Brine, and Dissolution being really strong, too!
The only real 'meta' perk survivor's have had is CoH, and I suppose you could also argue Overcome too. If you look at all the survivors released in the last year or so (RE survivors, Jonah, Yoichi, and Haddie): some of their perks are mediocre/situational at best (Bite The Bullet, Blast Mine, Parental Guidance, etc.) whilst others are borderline useless (Dark Theory, Corrective Action, etc.). It's fair to assume the past few chapters they've focused on strengthening the killer, so after the recent update, it'll be interesting to see what kind of perks both sides get.
-
@Seraphor said:
There's no such thing as an anti-tunnel perk for survivors. That's the falacy both players and BHVR need to get over.
A killer who gets hit with DS isn't suddenly going to stop tunneling. Due to the sunk cost falacy they now have to catch that survivor.
Actual anti-tunnel perks are Killer perks, like Devour Hope, Make Your Choice and BBQ when it made you hook unique survivors.
I see where you're coming from, but I respectfully disagree.
DS is an anti-tunnel in its very essence since it only activates if a survivor is downed within 1 minute of being unhooked; 99% of the time that's because the killer has actively gone out of their way to down the recently unhooked survivor. Only certain contexts would unfairly proc DS against killers, like when survivors force it and throw themselves at the killer, etc.
I generally agree that a killer who tunnels will still tunnel regardless of DS, however, as other players in this thread have said, (old) DS disincentivized tunneling and many good killers would actively avoid it/play around it because they knew the stun and subsequent chase meant more time for other survivors on gens. Most importantly, even if the killer still decides to tunnel through DS it at least gave the survivor an adequate chance to escape. I would therefore argue that DS was by every measure an anti-tunnel perk.
Also, killer perks as 'anti-tunnel' perks are a fallacy. For example, many killers with good mobility (Demo, Hag, Freddy) can easily get their Devour stacks whilst tunneling. I can't even count how many times I've been downed off-hook by a Devour Hag who's placed all her traps around the hook (same with Demo and his portals). At the end of the day, if a killer is so hell-bent on tunneling, they will find a way to do so. My main argument all along was that DS (pre-nerf) at least punished killers for tunneling and gave the survivor a better chance.
-
The thing with GoJ is that there are some really powerful loops/pallets, but there's also a lot of dead zones (similar to Haddonfield rework). There's a lot of pallets, but only a couple of them are really strong, whilst others can be won with one mind-game.
The worst maps by a country mile are The Game and Badham. Badham is beyond broken: it has four god buildings (the school, the main house, the smaller house with the basement, and shack), as well as a bunch of really safe pallets and loops. Not to mention it's really big and convoluted.
-
It's funny to me that this happened as many killers argued that 'survivors would get a free escape': now if the killer's camp whilst the gates are powered, it's a 'free kill'. The definition of 'fighting fire, with fire'. 😂
-
Since the update, I've seen more Nurse's than usual. The issue is that whilst the buffs to Killer basekit/perks really helped lower-tier killers, it's made Nurse essentially broken. People say "learn to counter her", but try countering a Starstruck/Infectious Nurse, or one running Pain Res or DMS... there's quite literally no counterplay to her as her power completely negates the basic mechanics of DBD.
I went against one before who brought a Midwhich offering. The game was over within minutes and nobody even got anything over 10k BP's. It's absolutely ridiculous and needs to be addressed. I don't condone DC'ing, and when I go against a Nurse I just see the game through, but can you really blame people for not wanting to verse such a broken killer?
-
Legion (boring, predictable mending/progress bar simulator)
Huntress ("I'll throw this hatchet nowhere near you yet the hit box will still register it as a hit")
Bubba (Camps a hook and insta-downs anyone that attempts to rescue. 99% of the time will bring one of (or all of) the following perks: Iron Grasp, Agitation, Insidious, and NOED).
-
Meh, nothing will change. It just means that people will find different perks/perk combos to moan about. Whilst old DH will soon be history, get ready for the Sprint Burst & Vigil haters as well as all the discussions titled “OTR = OP”.
both sides just like to find something to grieve over, when in reality, 90% of the time they just got outplayed. I saw this today, a killer said in the chat “meta perks carried you”; my build was - Lithe, DS, We’ll Make It, and Inner Healing, not exactly “meta”, and DS only triggered because he camped hook and downed me straight off being unhooked.
-
I appreciate what you're saying, but this would never work as it'd make looping/mind-gaming way too killer sided. Considering all killers are faster than the survivor's base speed, and not to mention many killers are able to counter obstacles on the map, pallets and windows are the only two tools that help survivor's during a chase. This doesn't even take into consideration the numerous perks (Brutal Strength, Blood Favor, Dissolution) and add-ons (Wraith's Shadow Bell, Legion's Iridescent Button) that counter pallets (not the mention the upcoming killer base speed buff).
At the end of the day, pallets have a clear and easy counter: breaking them. It may be inconvenient during a chase and allow the survivor to gain some distance, but once it's gone, it's gone. This is why god pallets should be broken immediately as this does you a favor for later on in the game. Plus, many unsafe pallets (like those outside Haddonfield Houses or those desk pallets on RPD) can be easily mindgamed.
-
I miss old Billy and really respect people that still play him. He's a rarity these days but I get SO excited when I load into a match and hear his chainsaw. He was one of the strongest/best designed killers in the game before his unnecessary nerf.
-
The thing with NOED is that I've never had an actual issue with the perk per say, I just dislike how it's 'free' in the sense that the killer doesn't have to do anything to earn it. Take other Hex perks like Devour: it's extremely powerful but it's based on certain conditions and rewards good play on the killer's side. NOED just feels like a cheap/easy tactic, in my honest opinion. I had this earlier today: a Doctor on Ormond who only got one hook the entire game, but then managed to get a 2k due to NOED. I've always thought the best way to rework this perk would be to incentivize better play on the killer's behalf. For example, the number of insta-downs is based on the number of hooks achieved in the game or the number of gens regressed or something like that.
One of my pet peeves is the 'do bones' argument. Sure, that's great in a SWF, but for people like me in solo-queue it can be much harder. Going out of your way to cleanse 5 totems would make you a nuisance to your team as you'd have much less time to do your objectives (gens, hook saves, healing, etc.). Also, with the state of MMR at the moment, getting gens done can sometimes seem difficult enough in itself if you have a Claudette hiding in bushes or a Nea Urban Evasion'ing around the map, that's without the upcoming buff to gen speeds. Also, that logic unfairly punishes newer players who haven't quite yet got to grips with the Hex mechanics and totem spawns. I remember when I first started playing, the amount of solo-queue teams I saw get annihilated by NOED because they were newer players was significant.
-
I'm looking forward to it, and as a survivor who rarely used DH (Lithe is the best), I'm not concerned about the nerfs (other than DS and IW which I think were overkill). A shake-up was long overdue as it was getting stale seeing the same old boring perks.
Plus, a new meta will be created. Good killers and survivors know how to utilize perks effectively, so they'll just find ways to use the newly buffed perks into a new meta.
-
I think it's fine as it is. Sure, it's super annoying when you get the penalty just because you lose your connection, but the DC penalty only becomes a real issue if there are repeated offenses.
I don't DC often, but I did this morning. Went into a solo-queue game against a Spirit. Three gens in and there's only me and a Bill left and we're both a death-hook. The Spirit was so desperate for a 4k that whenever she downed one of us, she was refusing to hook and just going to search for the other survivor. The game went on for at least 15 minutes longer than it should have. Call me whatever, but I simply got bored and fed up repeatedly being downed and then slugged on the ground. How is that fun/enjoyable and engaging gameplay? Like I said, I rarely DC but in situations like this it just feels like a waste of time. The Bill messaged me afterwards and said he got the hatch, so I was happy to hear that. I know the word toxic is thrown around a lot these days, but when a killer is that desperate for a 4k at the expense of leaving survivors slugged for minutes, I really don't mind a small DC penalty just so I can get out of the game and go on with my day.
-
Whilst she looks super cool and scary, she's really not viable (unless she's going against baby survivors but that's the case for pretty much any killer).
- Her map traversal is super weak and easily countered (also slow and clunky).
- Her secondary power (Condemnation) is such a non-event that survivors are comfortable enough to reach fully condemned and get rid of it mid-chase.
- The 'cloaking' is like a slower, less-effective Wraith without the speed boost. The 'undetectable' status is completely negated by an unnecessary lullaby and she can be easily spotted as she's not fully invisible.
I would say her teachables are really good though and she's probably worth getting just for those three perks. Aside from that, conceptually she's good but she needs a HUGE buff.
-
I remember before the Boil Over nerf I played as Ghostface and got matched with a three-man SWF and one solo-queue survivor. The three SWF's all brought Boil Over, Flip Flop, etc (you get the idea) and brought three offerings to RPD. Anyway, I felt sorry for the one solo-queue as they did all 5 gens solo whilst the SWF's spend the entire game clicking, body-blocking, denying any hooks, going to the top of RPD library etc. The fifth gen pops and the solo survivor starts the EGC and leaves straight away, whilst the SWF's stay behind to teabag, drop flashbangs, etc. Anyway, I downed one of them less than a minute before the end and hooked them which activated my Blood Warden. They went straight for the BT/body blocking save and were teabagging/flashlight spamming on their way out before they realized BW was active. It was hilarious watching them constantly trying to leave and I returned the favor by tea-bagging back as they were sacrificed. 🤣 The most hilarious part is that one of them called me try-hard in the chat lol. By far the most satisfying experience as a killer.
As survivor, there's too many to mention. But I second what another member said: surviving a game and escaping from a killer who's tunneled you all game is such a satisfying feeling.
-
RE Nurse's low kill rate: that probably stems from her high skill ceiling, meaning most baby Nurse's probably gets little-to-no kills, and mid-tier Nurse's manage a couple of kills. She's by far one the most power-reliant killers because, without a good knowledge and skills with her blinks, her M1 and movement speed is the weakest in the game, therefore low/mid MMR Nurse's who are less skilled with her blinks probably really suffer as a result of that. All of her kills and 4k's will come from the higher MMR players.
From experience, I find this happens a lot with Nurse's: they're either really easy to counter and aren't able to effectively blink at the right time/place, or they're absolute gods and it feels like they can read your mind. There's very rarely an in-between and I think that's because new players either stick with her, practice, and get really good, or they find her way too difficult and abandon her.
-
Yeah, the 'luck' mechanic has always been such a myth. I mean, the only thing those offerings do is increase your chances to kobe off the hook. Which is pretty useless because the only time people do this is when there's a slug situation and there's no other chance of making a comeback. They should either remove it entirely, or at least make the luck mechanic a little more dynamic with actual effects on gameplay.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3049578#Comment_3049578
Then he just double hits the unhooked as they go in for the unhook, puts them on the hook and camps them after you come off of it.
You should only ever go for hook trades if you need to buy time for your team to finish all the gens, if you have all the time you need, its best to let the person on the hook hang. Also, for all they know the clown could have redhead's pinky finger. Going to unhook is taking a massive risk that could potentially turn into a losing situation due to factors out of their control when they have the safe option of just finishing all the gens and leaving.
The clown got punished. He camped, he got 1 kill, and he lost with probably little to no points. Id rather have teammates that do that than give the killer loads of hooks and points thus rewarding that behavior.
Kindred did exactly what it was supposed to do in this situation, give the info needed to make the optimal play.
If you define 'optimal' as plugging gens and getting a free 3-man escape, sure. However, that misses a really important point: the three survivors that escaped were also punished because their BP's were measly due to a lack of killer interaction or altruism points through healing/hook saves/protection hits, etc. Does it really matter if some other survivors took some hits or even some hooks? Sure, the killer would've got BP's/pips but so would the survivors. The game is so boring if you decide surviving and escaping is the most important thing, I'd far rather take some risks and use perks that are specifically designed for these situations in order to at least try and help teammates. If you consider these factors then I'd have to disagree; ignoring a fellow survivor being proxy camped when you could've easily gotten a save (I'd done it many times myself) was not by any means an 'optimal' play. All for the sake of what? Watching a gen progression bar and opening some exit gates. The game is far more rewarding if you actually play it and interact with the team/killer, who cares if the killer gets free downs/hooks. GG, next game.
-
@SkeletalElite said:
The counter to camping is to do gens and leave, sounds like they made the right play to me
Against a face camping Bubba, perhaps, but not against a newbie Clown who wasn’t hard camping (just patrolling the general area). It was absolutely nothing a BT save and my DS couldn’t have dealt with.
-
I'd say once every 20(ish) matches. Funnily enough, I've seen more of her recently than Dredge.
At the moment, 9/10 matches I enter are either Blight, Nurse, or Huntress.
-
I think it'd be awesome to have Vecna as the killer, Joyce and Hopper as survivors, and the Kreel House in the Upside Down as a map.
-
For anyone that says stuff like "why does it matter?", "I don't care about the survivors sexuality..." etc:
You might not care, but many of us do. Representation is so important as it gives visibility and a voice to people who are marginalized in society. The thing is, you say "it's not important" and "it doesn't matter what their sexuality is" , but the reality is... it does. Being a part of LGBTQ+ is a huge part of a persons identity and humanity, not necessarily through our own actions, but because society has made such a huge deal about us and given us such a hard time for being who we are, why shouldn't we be able to openly discuss our identity and want to see aspects of ourselves in our favorite media (games, books, films, etc.)? So you may say you couldn't care less about a survivors gender identity/sexual orientation, but that's most likely because you yourself haven't had to justify who you are (gender) and who you love with the fear of being ridiculed and stigmatised. Regardless of how many times people say it doesn't matter: it does. Gender identity and sexuality are BIG aspects of our lives and who we are, so why's it so crazy that these aspects would be discussed in a character's lore?
-
Tbh, I don't they'll ever be able to please everyone with maps. The issue is that there's such a broad range of killers/abilities/perks in use that there's no way to truly 'standardize' map size/tile placement, etc. which benefits every killer and survivor. Look at indoor maps, for example Lery's, which is really good for stealth killers but an absolute nightmare for range killers like Huntress or Deathslinger.
I think the Haddonfield rework is promising as it now feels balanced: there are a couple of 'god' pallets for survivors, but then large dead zones and easily mind-gamed pallets. Plus, in BHVR's defense, they do listen to feedback as they removed that infinite off main building on Swamp (forgot which map: Grim Pantry I think?).
Moving forward, I think they just need to not make ridiculously big maps (Temple) or ones with overly convoluted layouts (RPD!!!) and improve gen layouts and totem spawns.
-
The DS nerf is very contradictory to the general concept of the 'meta shake-up'. They buffed certain survivor perks and made a mini Borrowed Time base kit to disincentivize tunneling/camping, yet one of the most crutch perks to help survivor's against tunneling has been made useless in the end-game (sometimes when they need it most). Even more confusing, they buffed No One Left Behind (a perk that encourages survivors to go for saves in the end game), when all the killer has to do is wait out the new unhook endurance/haste effect and immediately down the survivor again with no risk of eating a DS. It just makes no sense to me when DS, at its core, is an anti-tunneling perk. It's not like it can even be abused because survivors can't really do anything whilst DS is active... so I don't understand their logic with this one.
-
I think the Ruin & DS nerfs were overkill.
The new DS is so problematic in terms of it being an 'anti-tunelling' perk. A 3-second stun is hardly more than a pallet stun, so it's not going to affect chase too much (especially with high-mobility killers like Nurse, Blight, etc.). Also, the end-game deactivation is just silly because it incentives tunneling in the end game. I had this today where I was getting face-camped during the end-game collapse: someone saved me with BT and the killer still hit me through BT and caught up to me just before I could leave. Luckily, I had DS so I was able to escape still. Now, I get that DS can be abused in the sense that players will force it just to antagonize the killer, but without DS that killer would've got a free kill for face-camping. That just makes no sense in an update where they're trying to break the cycle of some of the common complaints amongst players. It essentially contradicts the reason why they're doing this whole 'meta shake up'.
In terms of Ruin, I think the idea of it deactivating once a survivor is killed is kind of a good idea as, at its core, it's supposed to slow down gens so the killer can create more pressure. Arguably, once a survivor is out of the game and there's gens remaining, Ruin can be kind of oppressive if the totem hasn't been cleansed, so I can see what they did there. However, the nerf to its regression speed is excessive to say the least, and it almost doesn't feel powerful enough to be a Hex now because there's multiple gen slow-down perks which can be used for an entire game that are almost on a par with the new Ruin. Hex's are supposed to be 'High Risk: High Reward' type perks, but the new Ruin is just 'High Risk: okay-ish Reward'.
-
@Adjatha said:
CoH and boons are bad for the game because a single perk, brought by a single survivor, from a possible pool of 16 perks, either: invalidates half of the killer cast by removing the hit-and-run gameplay style, or removes one of the killer's 4 perks by forcing them to take the 'destroy boons' band-aid that BHVR is adding.
Like, congrats: you just reduced the killer perk selection by 25%! How SKILLFUL of you!
It's wildly better than every other healing perk on the survivor side, even after THREE WAVES OF NERFS. The free-equivalent is also getting mega-nerfed, which makes CoH even better in comparison.
COH is literally: Pay-To-Win. And that's not good for the game.
I have to disagree with CoH being 'pay to win'. It's a very, very strong perk for survivors yes, but no amount of unlimited heals can replace skill. Sorry for the anecdote, but if I had a dollar for every time I see survivors run to the other side of the map to self-care with CoH, only to get hit seconds later and repeat the process. Honestly, I think CoH can be a detriment to a team sometimes as survivors spend so much time blessing/healing that they're not doing generators. Survivors in lower to mid-MMR aren't comfortable with being injured, so instead of doing gens and progressing the game... they heal. Don't get me wrong, I know CoH can be annoying particularly with SWF's, but generally speaking, I don't think it's as OP as people say.
The only thing I will say is that there should be a cool down for the totem blessing and/or Shattered Hope should be basekit.
-
P3 Jake's cosmetics are awesome; they're perfect for bush dukes on certain maps (particularly Dead Dawg).
-
I hate the DS skill check, always have. I play on Switch and sometimes skill-check timing can be weird so it's easy to miss.