Avatar

sonata93

sonata93

About

Username
sonata93
Joined
Visits
1,259
Last Active

Comments

  • I mostly play solo queue survivor and I only really ever see CoH when a default Mikalea appears in my lobby. From time-to-time I see an experienced survivor bring it alongside their meta-perks (DH, DS etc), but generally speaking, I'd say it's like 1 (maybe 2) out of every 10 games maximum.

    Also, I used to love CoH and used to use it in my build sometimes. However, I think killers underestimate how it can actually help them. The number of times I've been on hook and can see the auras of survivors running right to the other side of the map just to heal up and get hit again a second later. The time survivior's spend running into the CoH radius and self-healing is precious time not on gens/doing anything productive. Also, when it's used in matches against killers where you're likely to be injured for most of the game (Legion, Plague) it's virtually redundant. It's clearly not a meta perk and you can see that in how much it's used.

  • "Against impossible and unbearable odds".... πŸ˜‚ The absolute dramatics.

    If you dislike playing as killer that much, just take a break for a while or something.

  • Usually, it's because they use unfun tactics (tunneling/camping/slugging to win), so they get mad when their plan is flawed by perks that are designed to counter those exact playstyles.

    The only survivor perk, in my opinion, that is 'overpowered' is DH because I agree a lot of survivors abuse it and it's boring seeing it in every match.

    The other meta perks (BT, DS, UB) are all contextual and will only activate under certain conditions. If as a killer you've been hit by BT or DS, chances are you're either deliberately (or accidentally) tunneling a survivor.

  • @[Deleted User] said:

    "Make survivor objective much easier to complete"

    Survivor objective: Holding one button.

    Not really.

    Sure, at face value, sitting on a gen is "holding one button", but survivors objective is to escape, no? Sitting on gens is just part of that objective: there are many things that survivors have to do in order to escape (save, heal, win chases, coordinate with their team, etc.). Not to mention unique objectives and tasks which come with different killers (removing Pig traps, solving Pinhead's Lament box, etc.).


    "Holding one button" is an over-simplified, and frankly patronizing take on it.

  • @Thrax said:

    Just do bones. Take a minute from rushing through gens and do bones. Just because the gens are done doesn't entitle you to escape. It's a well known likely problem and so many people refuse to do bones. They have only themselves to blame.

    What about us who play solo-queue? Not only do you sometimes get matched with newbie survivors who don't understand totem/totem spawns, but "gen rushing" is a complete and utter myth in solo-queue. Sure, a 4-man SWF who brings Prove Thyself and new parts can be considered "gen rushers", but not solo-queue players who are actively working on gens.

    Also, try going against a high MMR Nurse or Blight with OP addons... "doing bones" is the least of your worries when you have loads of map pressure and are struggling to get gens done (especially if gen regression is in play).

    "Do bones" makes it sound so easy, but try co-ordinating this with three randos in solo-queue against a skilled killer.

  • I agree that people can be way too critical of other people's playstyles, and nobody is obliged to play according to some unspoken set of rules.


    However, toxicity breeds toxicity, and it's good to just be respectful towards other players. For example, killers can't be surprised when they get called "sweaty" or "try-hard" when they've gone out of their way to tunnel someone and get them out the game early on. Sure, from a gameplay perspective it's a viable strategy, but remember there's a person on the other end who wants to play for fun and has waited for a lobby only to spend most of their game-hitting skill checks on a hook. The same goes for the killers; it really sucks for a killer who's wanting to play for fun and gets continuously body-blocked, teabagged, and BM'd by a SWF.

    Again, none of these types of behaviors are against the rules, and nobody should have to play nicely just to appease others. However, it's just a vicious cycle because people then run boring meta-builds to counter these types of gameplay. As someone who mostly plays survivor, I try to shake up my regular build (DH, Iron Will, Windows, and DS) from time-to-time and run a fun, gimmicky build, but I pretty much revert straight back to it because those types of builds just get you killed easily. Again, on the contrary, killers will then bring meta perks (Pop, Scourge, Ruin, etc.) to counter try-hard survivors.

    People should care about good manners. Loading into the game with the intention of being rude and making the experience unfun for others is unhealthy for the game and the community. This is why I can't wait for base-game changes and the meta shake-up. The current state of the DBD community is very, very tiring and we just run in circles about the same-old tired topics (DH "third health state", NOED, teabagging, camping/tunelling, etc.).

    Also, anyone that goes into the end game chat and posts inflammatory language and slurs at others is just plain toxic and needs to get outside for some fresh air.

  • Regardless of whether you play killer or survivor, no one can deny camping is a real issue with this game at the moment.

    I get there are some circumstances where killers have no choice but to camp (EGC, survivors gathering round hook, etc.), but the number of times in solo queue I see killers down one person and just face-camp them to second stage/death. It's unhealthy for the game.

    Also, why can killers grab healthy survivors off the hook? This shouldn't be a thing.

  • @ImAJoke264 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968678#Comment_2968678

    As a killer main, who wins most games, I see survivors dash to pallets and windows most of the time, not run into me to avoid the hit

    So if you're a killer main - DH isn't that much of a problem then if you win most games? πŸ€”

  • I will continually say it: DH is nowhere near as ridiculously OP as people make out.


    • Most baby survivors don't even have it (unless they play David)
    • Mid-tier survivors use it quite often but will literally use it just to dodge a hit (the point of the perk). They more than often still go down mere seconds after using it, particularly when they panic DH.
    • Sure, seasoned survivors really know how to use it at the exact right moment and usually manage to extend their chases. However, these are the minority and I don't believe any killer mains that say they repeatedly go against high MMR survivors who know how to impeccably use DH every single time. I say this as someone who 50/50's both sides - I more than often see survivors do goofy things like DH into a rock or a wall or something. It makes me whiff and then they go down like 3 seconds later. πŸ˜‚


  • Tunneling. Now, I know this term is thrown around way too nonchalantly and I agree a lot of survivors accuse killers of tunneling even when they aren't, but I'm talking about actual tunneling.

    I had this yesterday with a Wraith on Gideon. I was running a powerful but not overly meta build (Lithe, Prove Thyself, DS, and Kindred), and I brought a yellow medkit. Anyway, the Wraith finds me first and I manage to run him for a couple of minutes and two gens pop. When he hooks me, he cloaks and camps right by the hook. As soon as another player unhooks me with BT, he hits me with BT and continues to chase me (whilst ignoring any other player taking hits for me). I run him and another gen pops but he finally catches me and hooks me. Same process as before: he camps and hits me through BT, I let him down me as my DS was about to run out so he eats the decisive. At this stage, both final gens have popped and it turns out he had NOED. I loop him whilst my teammates are trying to help and take hits but he's completely ignoring them and finally downs me. The EGC starts and he hooks me for the third, and final time and as I'm being sacrificed he repeatedly swings at me whilst I'm on the hook. The reason it had me like "????" was because: he kicked no gens, completely ignored all the other players, and was so determined to hook me that he wasted time by hitting me through several BT's and a decisive strike.

  • Nurse is arguably the hardest killer in terms of skill, but as a reward for that, she is by far the hardest killer to go against. Her power essentially circumnavigates all the things that go in favor of the survivors (pallets, windows, etc.). Looping is useless against a good nurse and the only counter to her power is to break line of sight.

    The hypotheticals you're talking about do not apply to every survivor you go against. I play solo-queue mostly and when you say all gens are popped within 3 hooks that just doesn't happen often (I wish all my solo-queue team mates were that efficient 🀣).

  • Isn't the issue here maps, not map offerings though?

    You wouldn't see nearly as many offerings if maps such as The Game weren't so broken and survivor sided, or maps like Shelter Woods which really favor the killer. Offerings are the secondary issue here - if certain maps weren't broken then people would only use offerings because they like a specific realm, not because it gives them a competitive advantage.

  • Kindred. I play solo queue a lot and having or not having this perk can be the difference between escaping or getting absolutely annihilated by the killer. It saves so much time because teammates can (in theory) continue doing gens if they see someone else going for the unhook. Plus, it gives you invaluable information about the killer (whether they're camping, or which direction they're leaving the hook area from).

    I know people universally agree this is a strong perk, but I don't see it run all too often (hence why I include it in all my solo queue builds as everyone benefits from it. It's one of those perks that benefit the team as a whole, rather than one survivor.

    Also: Hope. I kinda see this perk as a simpler Adrenaline. While you don't get the health state and sprint burst, it can come in really useful in the end game (particularly if you're against an end game build killer), plus, it's not an exhaustion perk like Adrenaline so can be used alongside perks like DH, Lithe etc without the worry of there being a conflict between two exhaustion perks.

  • Yeah, I agree that about 75% of the time SBMM is horribly inaccurate. Getting a match that feels balanced with survivors/killers that feel like they have the same skill level as yourself is generally an exception.

    I had something similar today. One match I loaded in with a three-person SWF with all tier 3 meta perks, while the killer was a baby Hillbilly with three tier 1 perks (NOED, Tinkerer and Enduring). The poor guy got one hook for the entire match, and his NOED got cleansed within 30 seconds.

    The next match I get a prestige Nurse who manages to slug us all at 5 gens. After that, a failed Insidious Bubba fell for every textbook survivor juke.

    I just don't get it, it feels horribly inconsistent.

  • RPD. While I appreciate it from an aesthetic perspective and the hard work that would've gone into creating that map, I feel it's the definition of "style over substance". It looks amazing but does not make for a playable map that works for the mechanics of DBD. Even as a survivor I let out an audible sigh whenever I spawn on this map, but I feel so bad for killers on this map (particularly M1 killers). Map pressure is virtually non-existent and gens are so widely spread that 2 (sometimes 3) can pop before the game gets any sort of momentum. Also, the hook spawns are atrocious; the number of times I've played as killer on that map and survivors have got a free wiggle off because the ratio of hooks to map size is just so off. As a survivor, it's not unusual to reach stage two on your first hook because it takes so long for teammates to find you, and good luck finding gens if you don't spawn right next to one. It could've easily been a "realm" and been split into two separate maps, or it could've been condensed down whilst still being true to the original RE. The fact BHVR was so true to RE and meticulous about recreating RPD from the series actually became the map's ultimate downfall.

    Say what you will about other criticized indoor maps (Lerys, Game), but at least their layouts are fairly easy to traverse and don't feel like sprawling labyrinths.

  • I don't mean to sound unsympathetic, but you just have to learn to switch off from it and not take it so personally. You have to remember this is an asymmetrical competitive game and you can't control or expect certain behaviors from other players. While it can be annoying having survivors clicking at you/teabagging etc., they're not breaking any rules and in an ideal world everyone would play "nice", but that's just the nature of online competitive gaming; it's certainly not exclusive to DBD.

    As already stated in this discussion, try not to engage too much. When they're teabagging at the exit gate, go and get some extra points by breaking pallets/walls, using your killer power, snuffing totems etc, that way you get extra BP's and don't give them the satisfaction of taunting you at the exit. Remember, you also have the power to start the end game collapse, so if they're sticking round to play with you, simply open the exit gates to force them out.

    Good luck! Don't beat yourself up and remember that some people are immature and get a kick out of taunting people via a game.

  • @RaSavage42 said:

    NOED is "meta"?

    Iron Will is "meta"?

    Dead Hard... yea I see that one a lot

    But anyways to answer your question... Survivors first

    Iron Will is strong... but mildly selfish

    Dead Hard is extremely selfish (but then again all Exhaustion perks are)

    DS has to be selfish to even work... No working on Gens, no Healing yourself or teammates, no Cleansing or Blessing Totems (so on and so forth)

    COH isn't selfish by any means... but it's really strong

    Killers now...

    Corrupt delays the start of a match... but Gens can still be done

    Ruin/Undying apply Regression without kicking (bonus Regression at that) and Undying helps Ruin stay active

    DMS/ PR apply 15% loss of Progression and Blocks a Gen for 30-/+ seconds

    Deadlock Blocks the most Completed Gen when another one is done... Giving the Killer information and game delay

    NOED's effect is strong and relies on Survivors either not finding it (ASAP) or Cleansing all Totems

    Any other perk that's "meta"?

    First off, how on earth are "all exhaustion perks selfish"? It's a survivor's objective to survive.

    Secondly, please explain how DS is again, "selfish"? The reason survivors can't "work on gens, heal, cleanse, bless" etc is because they've probably been chased straight off an unhook by the killer. How can they do any of those things when they're injured and being chased by the killer? That just makes no sense whatsoever. 9/10 times that DS activates, it isn't because a survivor is being "selfish", it's because a killer is being sweaty and tunneling someone out of the game.

  • I don't believe one side is more OP than the other. It's all about context:

    A P3 Nurse with 2k hours in the game with OP addons and a decent perk build will likely annihilate most survivors they go against.

    On the other hand, a SWF of decent survivors will likely give most killers a miserable time because of their advantage of comms.

    Finally, you can play solo queue as an average/mid-tier survivor and get matched with similar skill-level survivors/killer, but get absolutely destroyed because most of your team are self-caring in the corner of the map, or are searching chests/cleansing dull totems instead of doing gens. On the flip side, you can get a group of baby solo queue survivors who don't stand a chance against even an average level Nurse/Blight, or a group of experienced solo survivors who spend the game antagonizing and making it an all-round miserable experience for a baby killer.


    I guess my ultimate point is, this game is asymmetrical and it's not as simple as "survivor or killer sided". There are far too many factors that come into play here. Also, I don't think people discuss enough how it's SBMM that's creating this divide, not one side being OP. Think of it like this: you're an average killer but SBMM keeps matching you with SWF/experienced survivors... of course, you're going to say it's survivor-sided. Alternatively, you're a solo queue player and have three matches in a row with prestige Ruin/Undying Blights... you're going to say the game is killer-sided. I'm not naΓ―ve enough to say that each side don't come without their own problems and each side has stuff that needs buffing/nerfing... but the issue here is SBMM.

  • Why are you complaining about this? Survivors who are pallet-happy benefit killers because the more pallets out of the way (particularly early game) mean much shorter chases later on.

    Pre-dropping is a viable strategy against several killers (Doc, Clown etc.) - particularly those with anti-loop powers, and those with insta-down abilities (Shape, Bubba).

  • No, Spine Chill is perfectly fine. Is it even that popular? I don't see it all too often tbh. Plus, it's a great base perk for beginners who aren't familiar with the game and gives them a chance against stealth killers (who are pretty scary when you're new to the game).

    As someone else has pointed out, all it tells you is if the killer is looking in your direction. It doesn't tell you if they're heading towards you, nor what direction they're coming from. If it's lit up for an extended period of time, it means that a stealth killer is close by, but most survivors with a fair few hours in the game know to rotate their cameras (particularly on gens) so they can anticipate a stealth killers movements... they don't need a perk to tell them that information because they use their eyes.

  • Thanks for your replies, everyone! It's really interesting to read peoples' perspectives.

    I'm under no illusion that she's probably not as effective against competitive SWF teams. I play survivor more than killer and when ranks were a thing the highest I got as killer was purple rank, so I'm not overly experienced or amazing at playing killer. I just play for fun!

  • Yeah, Perk tier's are overkill in my opinion.

    The perks themselves are inexpensive in terms of BP's (6K BP for tier 3 and 5K for the teachable), but think of the millions of BP's it often takes just to have the specific teachable you want to appear in another character bloodweb - all those useless common addons and generic useless perks (Deja Vu, Slippery Meat etc) that no one uses.

    I'd far rather a 'store' where you could select specific perks/add ons/items but for a higher cost, and all perks are one tier. That way, you still have to play the game and earn your bloodpoints, but you have more control over what you spend them on. For example, a perk could be 100K BP's (hypothetically), so you'd still have to grind a little but at least you know you'll be able to get the perk you want, rather than spending quadruple that just to finally get the yellow tier to appear in your character's BW after grinding through thousands of BP's worth of items/perks you'll never use.


    Honestly, I've been grinding to level up my Onryo and 1.5M BP's later, I'm still yet to get the specific perk I want in her bloodweb (in this case, BBQ). It's kinda ridiculous. Also, I don't know whether it's bad look or to do with the algorithms, but I always end up with perks I don't want (Furtive Chase, Monstrous Shrine etc). πŸ˜‚

  • It kind of annoys me that Head On is an exhaustion perk. It's such a situational perk that could be fun but I don't use it because it would mean other useful exhaustion perks (DH, SB, etc) aren't viable with HO. Don't get me wrong, it shouldn't be unlimited of course, but I think it should just be a cool-down perk - not exhaustion.


    Also, Hex perks in general as a killer. Not so much the perks themselves per se, but they get cleansed so quickly that they're rendered pretty useless 9/10 games. I know there's undying, but as soon as survivors know you have it they'll go on a search for your actual hex totem (Ruin, BF, etc). If you use both a Hex and undying, as soon as they're both cleansed you have two wasted perk slots. I've lost count of the number of times I've had Ruin cleansed within the first 30 seconds of a game (usually because someone spawns right next to it). πŸ˜‚I wish they'd improve totem spawns in general, or do something else to make it a little harder to cleanse them just to make Hex's more viable. I get that most of them are very powerful and need a strong counter on the survivor side, but having Hex's spawn right in the open where survivors can easily see them is kinda silly.

  • @Gamedozer7 said:

    Crutch perks are supposed to be like unrelenting is your new and not good you'll get tins of value but as you get better and don't miss as much it's value drops. DH is the worst kind of crutch perk there is one that works at low levels and high.

    I disagree. The number of times I see newbies who don't know how to loop and just run out in the open use DH, and it usually just results in one missed attack, and the killer will catch up pretty quickly. It buys them like an extra few seconds at best. I think it takes a good couple hundred hours in the game to really understand loops and tiles. It's only mid-tier/experienced survivors that really know how to use DH properly to connect loops, make the distance in loops, etc, in my opinion. I'd argue DH is the opposite: it's far more effective in higher ranks than lower ranks.

    An example of the type of 'crutch' perk you're talking about would be, say, Spine Chill. I used that perk all the time as a newbie as I didn't really understand heartbeats/terror radius etc, and stealth killers used to terrify me. Now I'm more experienced, I never run it because I know how to rotate the camera, look out for moving birds, killer breathing, etc. It's a crutch for beginners, but becomes pretty useless in higher ranks.

  • I don't think DH is really as OP as people like to believe. Any killer with a reasonable amount of hours in the game knows how to bate it. Plus, it has to be timed right in order to make it to the next loop/pallet, otherwise, it buys you an extra couple of seconds at best. I mean, there are countless clips on YouTube of 'Dead Hard fails' where you can see it doesn't always work as intended. I get that it's annoying as someone who plays killer and survivor 50/50, but there are other exhaustion perks that are better in my opinion - Sprint Burst for example.

    It's one of those perks that one side complains about as it makes their game harder and puts more pressure on them. It's the same as survivors who play an entire round efficiently while the killer gets little-to-no hooks but then gets a free 2K/3k because of NOED. It's an annoyance, but oh well. This is the thing with a competitive game that has 'sides': each side will complain about the advantages the other has. I agree, DH has become a 'clutch' perk, but so are perks like BBQ, Pop etc. It's just one of those things.

  • What about introducing Boon: Exponential Dead Hard? Unlimited DH's for all survivors within the boon totems range. 😎

  • I agree about Huntress. She requires time and skill to play well, and she just feels like a well-designed killer; simple yet effective. Also Demo, Hillbilly and Plague are all fun to go against and usually respect them.

    Can't stand Bubba because 99% of the time they'll hook and camp (usually with Insidious). Had one before actually who I looped for 2 gens, and when I finally got hooked they proceeded to chainsaw me on the hook. 🀣 Sums it up really. His power is just a cheaper Hillbilly minus the map mobility.

    I have a love/hate thing with Michael. He's really fun and scary to play against, especially if you're not running spine chill. But at the same time, I think some of his add-ons (Tombstone, Scratched Mirror etc) are ridiculous and are the least fun to go against as a survivor.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743143#Comment_2743143

    Camping has a counter. It's called borrowed time, or doing gens, or, you know, not getting caught with the amount of free second chances survivors have. NOED also has a counter. Maps, and MULTIPLE perks that help combat totems. It can be removed before it even exists.

    Give me a totem to destroy that removes dead hard before it can even be used, then you'll have a relevant and coherent argument.

    Just because something's counter able it still doesn't detract from the fact it's a second chance perk, though?

    NOED is the biggest second chance perk in the game alongside DH. Survivor's don't cleanse as many dull totems anymore due to Boon totems, so 99% of the time NoED still ends up activating at the end of the game.

    Sure, it has a counter as it can be cleansed once it's active, but that doesn't take into consideration solo queue where survivors have no organization or communication with each other. I play solo a lot and by the time someone's cleansed NoED the killer has already had at least some use out of it, even if that's only one or two free downs. Solo queue is a hard enough experience as it is, and I've seen countless times a solo-queue lobby get obliterated by NoED because it unfairly punishes them.

    It depends on what your definition of 'second chance' is, I guess? But I would define it as something that requires little-to-no prerequisites yet can massively impact gameplay in your favour. Both DH and NoED fit under that category - DH allows you to take a hit with no consequences and potentially extend a chase; NoED will activate even if a killer is AFK for the whole game and allow free insta-downs.

  • I really agree with Plague. She's certainly one of the most unique killers who's quite difficult to go against, yet she doesn't feel unfairly strong and can be countered. I love how survivor actions interact with her power... when a survivor is infected and wounded they can counter this by cleansing, but by doing so they give her the power of Corrupt Purge.

    Also Huntress. She's one of the only killers that actually creep me out, and I like how her range attacks just feel perfectly balanced. In comparison to Trickster (being spammed with knives), or Pinheads god annoying chains, her range attack feels so much more simple yet more effective.

  • It has two major imbalances in my opinion:

    Firstly, it should have a cool-down. It's kind of ridiculous that a survivor can bless the same totem a killer just snuffed seconds earlier.

    And secondly. the self-care part is really broken. Self-care is its own, standalone perk that requires a perk slot - so it's really unfair that if one survivor out of four brings CoH, all four survivors essentially get a buffed self-care perk for free (I say buffed because it's much quicker to heal yourself with CoH than it is with SC). My fix for this would be either to nerf the self-healing time so it takes longer, or limit the number of self-cares allowed perk totem.

    I like the introduction of Boon totems as it's added a new dynamic to the game so I'm not opposed to it per say, but you only have to look on YouTube to see how easily CoH can be abused.

  • Can I ask, how is DS 'a minute of invincibility, exactly? πŸ€”

    Old DS? Maybe. Since the nerf? Absolutely not. Survivors are not invincible because most basic actions (repairing gens, blessing/cleansing totems, etc) will now deactivate DS. So even if a survivor allows their DS to run for the full minute (granted they're not being tunneled), it's not like they've been any use to the game because they can't do gens - or pretty much anything for that matter - whilst it's active.

    Also, the context you're discussing is very hypothetical and I've not seen it happen often. You're saying that from the moment the survivor is unhooked and their DS is activated, the killer has been able to chase, down, and hook another survivor, and then subsequently find the unhooked survivor again, down them and pick them up... all in the space of one minute. I'm sure it happens in certain contexts (slugging, maybe?) but as someone who plays both killer and survivor regularly, I've not seen that happen enough for it to be considered an issue.

    DS is perfectly fair and balanced as it is. Survivors can't abuse it anymore, but it still punishes killers who are tunnelling.

  • The perk itself is okay. I mean, I agree it's for sure a 'third health state' as people say, and has the ability to extend a chase by minutes if used at the correct time.

    I only think DH is really unfair now because of hit validation. It's so ridiculous that the killer gets the 'hit' and has to sit through the cool-down animation while the survivors get a second chance. It's definitely become a clutch perk.

  • It's not 'hand-holding' at all, it's simply making solo-queue survivor mode an ounce bit more practical and playable. It's a welcome addition and long overdue.

  • I think killers/survivors are fairly (not always) balanced in lower to mid-MMR. The real imbalance shows itself for solo queue survivors and killers going up against red rank SWF.

  • It's still unbalanced for two reasons:

    1) You're suggesting a killer bases half their build (two perk slots) on countering Boons. Remember, if just one survivor brings one perk to counter Hex's, that's a benefit for the whole team who then don't need to bring any Hex countering perks.

    2) Boons are infinite with no cool-down. Let's say a killer brings Ruin+Undying and they get cleansed within the first minute or two of the game (pretty common in higher rank matches), they have two useless perk slots for the rest of the match - they're essentially wasted. If a killer snuff's a Boon, the survivor can just bless another totem straight away. Comparing Hex's and Boons is completely futile because they're simply incomparable.

    I agree Boons have added a new dynamic to the game and are really cool, but I can't help but feel they're way too OP - particularly CoH. There needs to be a cool-down, and I think the healing speed should be slowed down a little.

  • It's an awful map. From an art point of view, it's visually great and they were so loyal to the original RE.


    From a gameplay perspective, it's completely broken. I can't think of any other maps that have so many dead zones for hooks so that if a survivor gets downed, they're most likely to wiggle out because the nearest hook is ages away. Even as a survivor I hate it, it's like a maze and takes forever to find a gen. It's really disorientating and despite playing on it quite a lot, I still can't get my head around it's layout. At least with other large maps (Mother's Dwelling) they're wide open so you can get a clear sense of location, RCPD is just unplayable - especially for people new to the game. It's the only map I genuinely hate.

  • I think it's because a lot of people complained about the fact they'd activate DH and still get hit by the killer. I rarely use DH as I think it's overrated - I much prefer more consistent and reliable exhaustion perks (Lithe, SB etc).


    I think it's unfair that the killer clearly hits the survivor and gets the cooldown animation, while the survivor doesn't actually take the hit. It truly is a third health-state isn't it? πŸ˜‚

  • I think my favourite killers to go against are most of the originals (Hillbilly, Trapper etc). I also love going against Myers because he's by far the scariest killer and it makes me nervous when I've been in a match for a while and not heard a terror radius. 🀣

    In terms of ones I dislike, I'd probably say Hag, Bubba, and Nemesis. I get so annoyed with Hag traps being spammed; a lot of Bubba matches just become hook swaps because so many of them camp; and I just find everything about Nemesis annoying and really dislike the playstyle. 'Dislike' is a generalization because sometimes I have fun matches with these types of killers.

    There's only one killer I truly hate facing and that's the Artist. She's way too OP as her power has like absolutely no cool-down. Looping is the only real thing survivors have to truly survive, and I feel the Artist just completely eradicates that. At least with the other anti-loop killers (Trickster, Huntress, Pinhead) it seems fair and their powers have a cool down and gives the survivors some ability to loop still. I'm only gold rank, but I have friends in red ranks and even survivors on that level find her difficult. Also, she's so damn fast... like escaping her is nearly impossible because if you run she'll catch up so quickly, and if you loop she's just spam her power. πŸ˜‘

  • Yeah this is why I don't run deliverance anymore as I had a bad experience with it many months ago. I ran it and didn't get downed the whole game but did multiple rescues so it was active. I got downed whilst looking for the hatch as the killer had NOED, and they hooked me and left me (presumably to go close hatch) for the extra points. It annoyed me that I wasn't able to use deliverance at this stage. I know the argument is that you're unlikely to win in a 1v1 with a killer once the hatch is closed, but just because it's unlikely it doesn't mean it's impossible. I've seen multiple examples where survivors have managed to power up exit gates once the hatch has been closed, or had a key to reopen the hatch. They should fix this imo.

  • It's an interesting point. Sure, NOED can be 'clutch' in the sense that a killer with little-to-no hooks can easily secure a 1k/2k with it, but it's no more clutch than a survivor who should've been downed making it to the next pallet due to Dead Hard, or a whole team removing any map pressure in a matter of seconds due to them running to a corner and using a Boon COH totem.

    I agree NOED can be overpowered, but OP perks exist on both sides so it's all or nothing imo. You can't say NOED is unfair whilst DH and Boons exist. NOED can be countered easily by finding the totem, where as Boons are unlimited and snuffing them only wastes time as a survivor will bless a new totem straight away.

  • NoED is perfectly fine as it is, in my opinion, as there's a clear counter to it. Sure, it can be a "clutch perk" in the sense that it can give a weaker killer a second chance at getting more hooks, but it's no more of a second-chance perk than the likes of Dead Hard, Unbreakable, Decisive Strike etc. People just get their back up about it because they think that just because five gens are completed they've rightfully "won" the game, yet NoED can come along and completely change the outcome of a match in such a short amount of time.

    Also, people who say it's a cheap/easy win, it's no moreso than a survivor bringing a key and ending a game abruptly early just for the sake of a free escape.

  • Corrupt can go either way to be honest. It can either:

    a) force survivors into the centre of the map and delay that initial rush of generators

    or...

    b) needlessly elongate the game as experienced survivors will know it's CI straight away and stealth until the 2 minutes or whatever are up.

    It's one of those perks that isn't guaranteed to work, but if it does the pay off is pretty big as it puts the killer in a better position earlier on in the match.

  • As a survivor main I have to disagree with this. I've been on the receiving end of a camper so many times and it sucks, but it is what it is. Is it the most viable and productive strategy? No. Is it useful in some situations? Sure, especially during the EGC.

    It's making the game no less fun for the survivor being camped then it is for a killer who has earned a hook through a decent chase, but then gets body blocked by a SWF team so loses the hook. In terms of you saying it holds the game hostage and interferes with other players abilities to enjoy the service, sure that's true to an extent, but like I said, there's tons of other examples where survivors can use the game mechanics to their advantage which certainly doesn't make the game fun for the killer.

    Also, if you want killers to be punished for camping, does that mean when you get left on the hook to die by other survivors they should be punished too? It essentially has the same outcome. It's not uncommon to be left on a hook to die when there's only two survivors left so the other can get the hatch. Or when team mates are so invested in gens/totems they leave you on the hook until the second stage? Thus automatically reducing your chances of surviving and shortening your gameplay. All of these somewhat hold the game hostage for the survivor on the hook, so why single out camping? All the above mentioned seize control from someone else.

    The only time I see why camping could be called "bullying" is when the killer hits them on the hook, nods at them etc. But again, this is all superficial because as long as survivors are allowed to antagonize a killer by teabagging, hanging around at the end of the game, clicking their flashlights on/off etc then it should be allowed for the other side.

  • As a survivor, it depends on the situation for me. If we're talking mid-ranks, I'd say for sure Spirit takes the crown because of her invisibility. Plus, she's much easier to use so even Spirit's in the lower ranks create more map-pressure than a Nurse who's much more difficult to learn.

    However, if we're talking purple/red ranks, absolutely not. Even with a decent survivor team you're lucky to get three gens done against a red rank Nurse. πŸ˜‚

  • As a survivor main, the first time I ever played killer was one of the most toxic things I've ever seen. I played as Wraith at rank 20 and get matched with a couple of rank 13/12's, and a couple green ranks. As soon as they clocked on to me being new (in the sense that I wasn't very good as it was my first time) they basically stopped doing any gens and dragged the game out for about 30 minutes. They were deliberately letting someone get downed, and then body-blocking or sabotaging the hook right in front of me. They also did generally toxic things like teabagging, clicking their flashlight on/off etc. Think I managed two hooks but they just used BT/DS to counter it, which in itself is fine, but they were all gathered round teabagging, and deliberately trying to get my attention by fast vaulting things, throwing pallets down etc. It was awful! It took me about a month to get the courage to play as killer again.

    When I get teams like this now I just try to play the best I can and ignore the overly toxic ones. I also never give them the satisfaction of going to the exit gate so they can teabag right in front of me.

  • It's certainly one of the more powerful perks in the game, but no more powerful than some of the survivor meta perks in my opinion.

  • I used to do this when I first started playing survivor, but the only true way to get better at countering specific killers is by going against them.


    The thing with Nurse is that she's very inconsistent in terms of how "good" she is. As she's arguably the hardest killer to master, you either go against:

    a) newbie Nurse who's still getting used to the blinks and usually turns out to be a really easy round to escape.

    b) Nurse main who has 100's of hours of practise and can take down an entire team within the first couple gens.


    When I get option B it is what it is. I just play the game for fun and don't get too invested in "winning" or "losing". For every ridiculously well played killer round, you get a bunch of beginner/intermediate killers who are much easier to escape and get better points. It all balances out in my opinion. I do agree still though, whenever a map loads and I hear that screech I'm filled with dread. πŸ˜‚

  • Spine Chill, Lithe, Kindred, and Windows of Opportunity.

    I've been using this build for a while now and been getting some of my best scores as a survivor. I don't particularly like some of the "meta-perks" as they're very situational (Borrowed Time, DS etc). Also, DS sucks when you play on Switch as the small skill checks are really hard to hit. I like a more generic build that will benefit me in all rounds because when I was running, for example BT, it only came in really useful once in a while when I got a campy killer. Same with something like Adrenaline which I found useful in the rounds where the killer was running NoED. Again, I prefer more generic, all-rounded perks rather than ones which will only help in very specific situations.

    I've also got Dead Hard out of the Shrine this week so gonna give that a go instead of Lithe for a while to see why people generally prefer DH as an exhaustion perk.

  • I wish there was a way to opt out of getting lobbied SWF matches as a solo player. I hate participating in these regardless of whether I'm playing survivor or killer. They make sure the game is only enjoyable for themselves and no one else. They think they're funny/smart when they troll in the game but they just look try-hard and desperate for attention.

    I remember one of the first times I played Wraith (rank 20) I got matched with green rank SWF, they made the game beyond boring and annoying for me (constantly blinding me, using BT, trolling me etc). They spent the full EGC teabagging at the exit. It's funny though because they acted as if they'd escaped like a rank 1 Nurse or something, not a rank 20 new-to-the-game killer. Honestly I get second hand embarrassment just thinking about it. 🀣

    Yet these are the first people to shout "camper" in the end game chat. These types of players love being toxic, but hate being on the receiving end of any toxicity i.e. when they're losing. That's just a fact.

  • I would say the hatch itself is a fair concept. When I play survivor I know how hard it is to open an exit gate when you're the final survivor as the killer will patrol the two exits which makes it nearly impossible to open in time. The hatch solves this problem as it gives the survivor an opportunity to make a quick escape, but it's also fair on the killer as they have just as much chance as the survivor of coming across it first and closing it.


    Keys however are an entirely different conversation. No matter what side I play, I dread seeing a key when I'm in the lobby.

1 … 6 7 8 9