thesuicidefox
thesuicidefox
About
- Username
- thesuicidefox
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/575401#Comment_575401
I agree with you on spirit @thesuicidefox ..... Scott's idea is interesting but I think it could potentially be a buff to her, yeah she wont be able to feel a survivor and get a yoink with prayer beeds as easily but shes about as perfect as you can get a killer in this game atm
Yea the only thing I think you could do that would be fair to the Spirit player would be to add some sort of background sound effect or maybe an echo of some kind to sounds when she phase walks to that its a bit harder to track by sound. But then that's really where the skill in Spirit comes from, so IDK if that's really a good thing to do.
And while I can understand the point that "Spirit is very difficult to counter in a chase if you don't have Iron Will/Spine Chill", when you DO have these perks you will crush all but the absolute best Spirits. It's like night and day. Is it dumb you need perks to really counter play a killer? Yea, but then when those perks counter her so hard that she becomes a cake walk 95% of the time that's something you need to consider.
Like, I used to run Calm Spirit a lot because I hate Docs. Whenever I would get a Doc, it became literally one of the easiest games ever because the Doc could never find me. His power was completely worthless against me. He goes from damn near impossible to hide from to super EZ to hide from by just using a single perk.
And other perks hard counter other killers. Small Game and Dead Hard counter Trapper. Small Game and Urban Evasion counter Hag. Any aura perk, Spine Chill, or Prem counter GF/Wraith/Pig. You can't just look at the killer in a bubble and say "oh there is/is not enough counter play" and ignore the fact that perks exist in the game that will completely nullify a killer's power. Perkless is only a meme at high ranks, no one actually plays that way and therefore perks HAVE to be considered when talking killer counter play. Even Nurse, if you have Spine Chill, Iron Will, Dead Hard, and Urban Evasion you pretty much counter her and it will be very difficult for her to find and track you.
And yes, stealth is a counter play option because if a killer can never find you (or at the very least spend a lot of time looking for you) then you benefit. Yea, tracking perks exist but you can easily counter all of them except Whispers (which you can counter but it's way more difficult and requires a bit of team coordination). Like all you gotta do is bait a Nurse to come to an area with BBQ, then walk away. Most of the time she will waste time looking around for you which you can use to your advantage. Like, we can't say stealth isn't a counter play option just because the killer is super strong in a chase? What about the opposite... you can't stealth Doc (unless you have Calm Spirit) but he's not that great in a chase. Why is THAT okay but not the other way around? Both Nurse and Spirit are hurt by strong stealth plays, so to say that's not a valid counter play is just cherry picking. If you understand line of sight, killer's POV, and killer tracking perks you can stealth every killer that isn't Doc or Legion very easily.
-
"What makes that dumb? That sounds like a good thing.
But that is exactly the point with the proposed change: Making it so you HAVE to search at least two boxes to ensure that some amount of time is wasted. Less variance in RNG is good for the Pig."
So we remove RNG from the equation purely to the benefit of the killer? Why don't we make the adjustment on the far end of the equation and make it so it's always going to be the second or third box because it's unfair to survivors if they have to search all 4.
You can't have your cake and eat it too. Pig's power is RNG based, doing anything to influence that makes it not RNG, and if it's only to the benefit of the killer that's unfair.
Yea it sucks when a survivor gets the trap off the first time, but like I said for every survivor that gets it off the first time there is another that has to search all 4 boxes. As killer you only notice the former and not the latter.
And then what about when we start messing with the RBT timer or number of boxes? Should the RNG still favor the killer, because all that would do is result in more kills from RBT, which the devs have stated they don't want because RBT is not meant to kill it's meant to be a new objective for survivors.
"That would only hurt Survivors who are getting unlucky while doing almost nothing to mitigate the bad luck on the Pig's side. That only raises the variance."
No increasing the base search time makes it so that, even if they get it off the first time, they are spending MORE time to do so. And then it increases the need to optimize your path if it just so happens that you need to do every box. That's ultimately what make gear add-ons so good, that they make survivors spend more time at boxes even if it's just 1 box.
You are asking for RNG to favor one side and punish the other. That's not RNG, that's a rigged system. One that's ultimately unfair to survivors. Like, you could totally abuse this by simply making sure someone never gets to search a box. Once you get to a certain point, it's a guaranteed RBT kill because they won't have time to search 2 boxes. That is dumb.
Honestly a better solution is to remove the stipulation that a gen needs to be complete for the RBT to activate, and it's just active when you put it on a survivor. They did this because they thought that strategy would be to not finish gens so you have more time to do the RBT, but survivors just do gens anyway so the whole fact that the timer doesn't start until a gen pops is moot. There really is no point to have it that way. Not to mention, it's really stupid sometimes when you down someone and right before you put the trap on a gen pops. That's like RNG on top of RNG and it ends up punishing the Pig.
Then, during EGC, if someone has an active RBT it both resets the EGC timer and pauses it, so that you will be forced to remove it before escaping like in the past, but it won't be super OP at end game.
All this is way more fair to survivors while still rewarding the Pig with a stalling mechanic. You get pressure no matter what, and survivors need to waste time on RBT no matter what.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/575401#Comment_575401
Amanda's Letter should not even have the penalties that it does, so those should be removed alongside the proposed change. Beyond that, the last-box issue is not really an issue except on huge maps (which, to clarify since you didn't watch the bit about maps, he proposes shrinking anyways). If people can get the traps off on time after searching all the boxes now, then that would not be negatively impacted by making the key never spawn in the first box. It it worth it IMO to prevent the blow-outs that can happen when Pig's stall pressure gets thrown out the window because of bad RNG.
But if you have to search 1 box and that box NEVERS opens your trap, it's not RNG. That's what's dumb about it. For every time that a survivor searches 1 box and removes a trap, there is another time where a survivor has to search all 4 boxes. You're just artificially making it so they have to always search 2 boxes, which is just silly. Increase the base search time (adjust add-ons accordingly) and maybe make skill checks on boxes harder/greater penalty that would be just fine. It's just dumb to force them to search 2 boxes every time, no other way to say it.
And I also disagree with him about Huntress. Giving her a movement speed buff was something I thought would be a good idea a while ago, but have since come to realize that would make her way OP. Imagine a Huntress with 1 hatchet chasing at 114% speed. It'd be a guaranteed win for her. I think a better solution would be to make her lullaby only trigger when a survivor is within 40m, basically giving her Whispers 2 in her base kit. This would allow Huntress players to play without Whispers and mix up her meta a bit more. Also Shiny Pin should be base kit, and that add-on should do something else (what IDK). Those 2 changes would make her a lot more viable without actually flat out making her a stronger killer, which she is already pretty strong.
Like I can respect Scott for his experience and knowledge of the game, but that doesn't automatically mean his solutions are good. Top players like him are good at identifying the issues, not so much as solving them. The devs should listen to him to the extent that he is right stuff needs fixing, but they need to find their own solutions. What sounds good on paper does not always work right in practice, and vice versa.
-
I didn't watch the part about maps, but most of his ideas for killer changes are good.
However I disagree with him on some points, specifically Spirit and Pig. While it sucks for Pig that people can get traps off on the first try, that's just part of her kit. If it was ALWAYS the case where you never get it off the first box well that can screw you over sometimes, particularly if she uses Amanda's Letter and there are only 2 boxes. I think they should just increase the base time to search and adjust the way traps work during end game to make her more like she was prior to EGC update. As for Spirit, well collision can both help and hurt her. It helps because it's obviously a bit easier to find survivors, but it also can hurt in cases where you want a particular survivor and others body block your phasing. Here is a good example...
thesuicidefox playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comIn the clip we are a 4 man. We decide to just yolo at the hook, and then after the save we attempt to body block her so she can't get Dwight. She still slips past us, but I'm willing to bet we made enough obstacles for her to slow her down just enough that she couldn't get him before he got to the gate. If there was no collision she could just phase through us and there's no chance for the Dwight. It's also something you can use to your advantage as survivor, since you can hover around a pallet and when you feel collision you drop the pallet and stun her out of phase walk. I honestly don't think Spirit needs any changes.
For Nurse, but I do agree that she should have 2 blinks and only 2 blinks. IMO those add-ons should be changed to increase her base speed instead, which would be strong but not completely OP if the limit is something like 108% speed. Range add-ons should have an actual penalty, like longer fatigue time or longer charge time (such that the extra distance you want to travel is that extra time to charge).
-
The only build that really works at rank 1 is BBQ, Ruin, Nurse's, Whispers. Wind-up add-ons are best, but if you use them all the time you aren't going to get better as Huntress. I prefer to play no add-ons, or with exhaustion/hindered/hafts.
She's not really a killer with a lot of variety, her kit is based on skill and as such there is a very limited meta for her at the highest level.
You just need to practice honestly. Again do it without wind-up add-ons to actually learn how to play her. Once you get good with her you can use them and you will be a serious threat.
-
I think Ghostface is in a good spot. He might need some tweaks to add-ons, maybe more polish on the reveal mechanic, but otherwise he is fine. He is actually pretty strong if you understand his mechanics and play smart.
@tehshadowman33 said:
I mean, at the very least, we need to:
Make it so that killers that have no terror radius CANNOT have their aura revealed.
It would still let Premonition and Spine Chill work though.
Okay, people really REALLY need to shut up about "aura perks vs stealth killers". We all know you guys are talking about OOO, which screws over EVERY killer in the game not just stealth killers. OOO needs to be reworked, that is it. Aura perks other than OOO are just fine to use against any killer, stealth or not. And the reason EW1 Myers gets special treatment here is because he is a 105 killer in EW1. He needs something extra. All other stealth abilities can be deactivated on command and the killers can move at normal speeds.
-
If you are on Xbox or PS4 the etiquette is to message survivors in the lobby asking to farm. If they don't want to they can just leave. If they do they will know to use a BP offering.
However....
"don't do it. farming is really boring. most people would rather just play the game" - @miaasma
This. Exactly this. I hate farming on either side. Maybe once and a while if it's a BP event or something it's fine, but I honestly don't need BP. I just wanna play the game. If I'm survivor I don't even try to farm, I just leave when the gates are open. I'll give the killer a hook but I'm not going crazy to max BP. If I'm killer I'm only gonna farm if I get like 2 DC's at the start of the game, and ONLY because I feel bad for the other survivors.
-
LOL "body blocking is toxic"
Lemme guess... you probably think looping is toxic too? And instaheals. And flashlights. And DS.
No dude it's call smart tactics.
Killers that get mad at ANYTHING survivors do in game that isn't flat out cheating are just cry babies.
-
aRe YoU sAyInG QuEnTiN iS nOt HoT?!?
-
If you are doing a gen, check the windows/pallets nearby to make sure there are no traps. Get in the habit of checking for traps when you pass by jungle gyms or certain loops. If you get chased, NEVER just run blindly to loops. Always run to loops you know are trap-free. If you have to run to a loop you aren't sure is trap-free try to do the first loop such that you avoid using the window/pallet so you can check for traps. Keep note of anywhere Trapper has been to recently because there will probably be traps there. Look at the floor when you are running around the map and avoid tall grass.
-
@Liruliniel said:
See even at rank 1 both on pc and ps4 I have not had much trouble tracking people without Stridor. Every time I have tried it I would rather run whispers honestly. It's more consistently better imho. Either way it's not a perk I would recommend for a new spirit player.
So like this is the common argument to NOT use Stridor. "I track people just fine". Which 95% of the time is true, because 95% of survivors absolutely suck at running from Spirit. But get one of the 5% that know how to run from a Spirit and give them Iron Will and it will be a totally different game. It's one of those perks where you don't need it all the time, but the times you do need it, it's very dire.
I'm saying this as a rank 1 killer/surv, and as a surv that is a Spirit main that runs Iron Will and Spine Chill. If you get a survivor like me in your game as Spirit and you don't have Stridor, I will be very difficult to catch. Really the only reason I ever even get caught by Spirit players is because I just potato into them, but if I'm on point that day they will be lucky to get even 1 hook on me.
-
Stridor is a very good perk for her, just be aware that survivors will sound much closer than they actually are. But if you use this it makes it very hard to hide from you when injured and makes tracking during phase walk a lot easier. You just need to follow the direction of the sound, and basically ignore the distance.
@Liruliniel Stridor is very necessary on Spirit at higher ranks because survivors will be VERY good at stealthing you, and Iron Will is way more common among better players. If you don't have Stridor and get one of theses survivors in your trial it can cost you the game with the amount of time you will spend chasing them. I agree Predator isn't that great, particularly because while it might help in a chase it makes it harder to track from a distance. Bloodhound is a good tracking perk for new killers, but it's not needed for Spirit (especially since you can't see blood while phase walking anyway). But Stridor... you definitely will want to use this perk. Most survivors are bad at running from a Spirit so it might seem like you don't need it, but trust me when I say that a good survivor with Iron Will and/or Spine Chill that knows how to run from a Spirit will be an absolute nightmare if you don't have Stridor.
Her bread and butter add-ons are speed and duration. Duration serves double duty as what it does is reduce the rate your power depletes, no increase the amount of power you have. That means the bar drains slower but refills at the same rate as before. So what would have been a 1s phase walk with a 3s cooldown is now a 1s phase walk with a 1s cooldown, because you technically used less of your power bar to phase walk for the same amount of time. Prayer Beads and Mother Daughter Ring are her strongest add-ons, but if you plan to use MDR just know you don't see scratch marks so you will need good tracking skills/perks to make up for it. All of her other add-ons are very good too, so you can use whatever you want honestly, but speed + duration gives you the most benefits at the end of the day.
Aura perks aren't that great for her because she can't see auras during phase walk, but BBQ and Nurse's are still good picks. Ruin obviously, but also PGTW is very good for her. MYC is amazing for her, as she is already a very strong chaser this just makes chasing that much easier. It also has the benefit of forcing survivors to go immersed, as you being Spirit means you can just sort of show up at any time. Survivors will need to play cautiously and when they play cautiously they take things slow (ie. they don't rush gens). Surveillance and Discordance are very good for her for tracking outside of aura perks. Some people swear by M&A but I think it's a gimmick honestly. It won't do anything to help against good survivors that know how to track you, SWF, or just survivors with Prem/Spine Chill. STBFL is another one a lot of people like, I personally don't because I hate ALWAYS having an obsession, but I will admit it is a solid perk for her. Haunted Grounds and Sloppy are also good picks depending on if you want extra totem protection/one shots or want another game slowing perk. Spirit is also the only killer besides Nurse that can play without Enduring/Spirit Fury and still be massively powerful in a chase. Though if you want to use that combo, you are welcome to it, I just feel like it's unnecessary. Oh and Devour Hope/TOTH is a good combo for her if you are using Prayer Beads.
My build is BBQ, Ruin or PGTW, MYC, Stridor, with speed and duration add-ons. Very strong build that is a lot of fun to play. Another build I enjoy is Surveillance, TOTH, Devour Hope, Stridor, Prayer Beads, MDR. This one is really OP, so expect survivors to play super immersed after you get a few hooks. If you suck at tracking/finding immersed survivors this one might not be that great for you.
-
Few notes
1) Blindness and Hemorrhage are ABSOLUTELY USELESS! At least against good survivors. Blindness can be useful if it's something like Third Seal where you are effected as long as the totem is in play because if you can get 4 stacks you can start slugging and quickly win a game. But beyond that, any sort of timed Blindness is just worthless in the grand scheme of things. Good survivors know where stuff is and how to find other survivors without Bond and such.
2) Blocks really REALLY should increase the speed at which you fall asleep. I would say Z Block should be something like -15s. If it turns out that's too strong just make them non-stackable.
3) Green Dress and Blue Dress need a greater divide. Right now it looks like Green Dress is actually better because it's only 1s less aura reading but at a lower BP cost. I would say add 1s to aura reading on Blue Dress and change it from slightly to moderately.
4) Black Box should have another effect. I say it should reveal the aura of all other survivors for 4s when you hit the obsession.
5) Kids drawing should be the "slightly debuff" instead of a BP farm add-on. I ######### hate those things, they are worthless. He needs a cheap debuff add-on.
-
RE: Feedback on Emblems I got the information about how emblems work from the DBD Wiki. Gatekeeper 2.6 was explained to me as this by another forum member.
Just don't necro the thread. I got a 'BHVR read' on it so they have seen this, and like I said they definitely took my suggestions for totems and pallet stuns.
And looking back I don't even think that's a good solution either. The point here is that Gatekeeper needs a complete rework.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/568732#Comment_568732
Do you think my Gatekeeper suggestions will be enough? Is there anything you would add to it? :)
To be entirely honest, no. Basing the emblem on time is just stupid. There are too many other factors to consider. If survivors are super immersed and just play very cautiously, therefore taking say 10 minutes to do all the gens, that's not a reflection of your skill as killer. The survivors just took their time, you shouldn't be rewarded for that really.
It needs an entire overhaul to how it is calculated. I made a suggestion in the past, but now a few things have changed so IDK if it would work (specifically they added EGC).
The did seem to listen to my suggestions that all totems should count for Lightbringer and pallet stuns should count for Evader. Hopefully that means they are working on a new way to calculate Gatekeeper too.
-
The only killer emblem that needs to be changed is Gatekeeper. The way it worked originally and now were both awful. We need an entirely new calculation, one where you are not required to micromanage survivor objectives.
After that, just fix Chaser/Malicious for one shots and bear traps. Also Devout should award gold if you get a 3k with minimum hooks.
-
I hate playing for dailies, in any game. The only time I will do a daily is if it's a killer I play normally or a non-specific survivor daily like "do 3 gens" or something, where I'm basically just playing normally. "Open Exit Gate as Quentin and escape" yea screw that LOL.
I also really hate the mori dailies. You have to use an offering to do it which is really stupid.
-
Over the weekend I was noticing that pallet stuns and breaks were longer than usual as killer without Enduring or Brutal.
So I think the problem is that the base pallet stun time was increased, not that Enduring isn't doing what it is supposed to be doing. Enduring is probably working correctly, just on a longer base stun.
-
If survivors played well and deserve an escape I will give hatch. Or if the survivor in question was screwed over by others or bad luck I'll take pity on them and let them hatch if they are the last one.
I won't give hatch at red ranks though, only because doing that means safety pip, unless I know for sure that I will pip even if they hatch. However I will at rank 1 because at that point a safety pip is all you need.
I avoid giving hatch to obsessions, Blendettes, or anyone that used an instaheal. If you are Ace or Dwight I'm more likely to give you hatch than others.
-
I've been playing Ghostface almost exclusively since he came out and I find that sometimes the better option is to just run. Gain as much distance as you can, because when you DO get marked you don't want to be close to him. A mistake survivors make all the time is they stand right in front of me trying to break me out of stalk. Sometimes it works, but when it doesn't it's a free down.
I say just run if you think GF is stalking you. Get into a good position where you can look at him (near a pallet or window generally), but prioritize distance over breaking stalk. And if you see him stalking someone ELSE that's when you get close to break his stalk, because you are at the lowest risk of messing up at that point.
If you can bait out a hit that resets the stalk meter. Yes, you are now injured but it's better than being downed. Sometimes it might be a better idea to just take a hit.
-
@SnakeSound222 said:
Just make it swap rarities with Father’s Glasses.
I had supported this in the past, but after thinking about it this won't change a thing. In fact it would just make the problem worse.
I main Spirit and I'm currently sitting on something like 40+ Prayer Beads. At least 1 comes up every blood web, sometimes none, sometimes 2 or 3. But if you make it ultra rare then it would actually be even easier to stockpile them, as there are only 3 possible ultra rares that can appear in a killer's blood web (2 add-ons and ebony mori), not counting splinters. Considering that at least 1 ultra rare is in every blood web at p3 50 that means you have a 33.3% chance to get a specific item.
-
The problem isn't that it's a downgrade. To me, the new Freddy is definitely stronger than the old one.
The problem is that, the new Freddy is an ENTIRELY DIFFERENT CHARACTER from the old Freddy. He's going from a tracking/game slowing/semi-stealth based killer to a trap/mind game based killer. It's like they took Pig and changed her so much she is now the Hag. THAT is the problem most Freddy players have with the rework.
He also still sounds very add-on dependent. The fact that gen slowing, fake pallets, and some of his other tools are locked behind add-ons means it will be difficult to play base kit Freddy against the best survivors. Also he has to trade traps for fake pallets. If traps are better than pallets, that add-on just becomes worthless. If pallets are better than traps, then he will be dependent on whatever add-on it is that make the fake pallets.
-
Also the simple solution to this is to make her footsteps audible during phase walk within something like 6m. That way if she comes up behind you to grab you will hear it and can stop the action, but if you're not paying attention she still grabs you. And even if you stop the action, she is close enough that it's still a free hit. This adds counter play to the grabbing without changing how PBB actually function in the grander scheme of things.
-
@Redd said:
Can we please start referring to this by its proper name: Prayer Beads Necklace? There is another item in the game actually called Prayer Beads and the cognitive dissonance is driving me to shitpost.
It's actually Prayer Beads Bracelet.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/566686#Comment_566686
I can do this without Stridor with my headset so I honestly think it's a wasted slot, but I'll try your advice man and maybe I'll get even better. Do you still pop out on them?
I won't deny you can "do without it" the thing is there will come a time when you desperately need it and you don't have it. 95% of the time you really don't need it, but that 5% where you do it's very dire. A single GOOD survivor with Iron Will and Spine Chill can cost you the game.
-
Eh I wouldn't call Dead Hard skillful. It can be, but for the most part it's not.
Spine Chill, Balanced Landing, and No Mither are the most skillful survivors perks IMO.
SC has a lot of utility that you can only get to if you are good at the game. You need to always have a heading of where the killer is coming from to get the most from it, and it takes skill to use it properly in a chase.
BL requires map knowledge and good routing skills. You also have to be a good looper because there will be times where you won't be able to get to a drop point.
NM, well you are injured all the time. Besides the fact it just makes the game flat out harder this way, there is also a very nuanced way to get the most out of the perk by FORCING the killer to slug you. It requires you to really understand the situation and the killer. You have to be in their head and know what they want to do, and know when it is a bad time for them to catch you (eg. your friend is being chased by EW3 Myers, you jump out and sponge a hit, killer is now in a situation where they either let you go to continue the chase on the guy that's now miles away with a one shot, or take your hook and lose EW3 in that time).
-
Yes.
Anyone that says no just doesn't understand how to use Stridor properly.
The thing to remember is that you want to use Stridor for a direction not distance. Survivors will always sound much closer than they really are, all you should concern yourself with is what DIRECTION is the sound coming from. Once you understand this and get good with it, you can find survivors very easily from a full tile away.
However I would agree with the sentiment that you should practice playing her without Stridor just to get the basics down. Once you feel like you are doing pretty good with her, then use Stridor. You will need to adjust a little, but again DIRECTION not distance.
-
I stab people IRL to pass the time.
-
As killer, Rancor and Furtive Chase. Basically you make it a HUGE risk to make a rescue, especially near the end of the game. And if they aren't SWF, more than likely the new obsession won't even realize you have Rancor until it's too late.
As survivor, No Mither and Tenacity. Most killers will pick you up, but if you know what you are doing with NM you can put them in a situation where they will slug you. With Tenacity, even if they slug you for a short time you will probably get up. You just have to know how to set up those situations.
-
@Unnamed_Freak said:
Bill is going to be free, just like on PC. And the skins are also coming to console.
He's free but you still apparently have to put in the BP to get perks that were previously universal.
-
So does this mean we have to dump BP into him for his teachables, which were free on console?
-
@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/564758#Comment_564758
And not surprisingly, you missed the point.
OP doesn't complain about Survivors getting more points as such, but rather why the devs don't just generally up the Bloodpoint gain to lessen the grind for everone.
Because the BP grind for survivors is absolutely ridiculous. Killer can easily walk out of a game with like 75K if they have BBQ and pudding. I can grind to 1 mil BP in like a day as killer. As survivor you will be lucky to get 30k out of a game with WGLF and escape cake. Your average survivor game nets you like 15k. The difference in BP earnings is so drastic.
Again, killers just being mad that it's not all about them.
-
LOL I wish downvotes were still a thing.
Killer mains complain about EVERYTHING.
-
Are any of Freddy's perks changing too?
-
@George_Soros said:
May take too long. Also, them survivors is crafty: give it a few weeks and they'll figure it out.
I don't like tricks and deception. Better be honest and straightforward in our dealings. If you sell out that other guy hiding in a locker, I'll let you live.
:)
You just have to wait for your power. Meme with them until it comes back. It seems to be pretty effective but you can only do it once per game.
-
@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/559456#Comment_559456
the reason you can't explain it to us is because there isn't any counterplay, there's just you messing up
unfortunately, spirit mains will never be convinced of how silly their killer is, no matter how well it's explained to them. similarly to pre-rework legion mains
Yea but the survivor does stuff to make me mess up. It's not me messing up on my own. The survivor definitely did do something to screw with me just enough to avoid getting hit out of phase walk. I can't explain what it was from a killer's perspective, but they do it consistently enough that it can cost me a lot of time if I chase them. They just, know what I'm trying to do and play to counter whatever that is. Like they are reading my mind.
As a survivor I'm pretty good at avoiding Spirit and making them chase me, but I also use Iron Will and Spine Chill all the time. She indeed has counter play when you use these two perks, in fact this combo works against all killers very well. But knowing what I know about how Spirit plays I can still make very good reads on what she is trying to do and make a chase last a long time. She has counter play it's just not something you can put into words. You just have to be able to read your opponent very well.
-
As a Spirit main, I can tell you there is counter play to her at the most basic level. I honestly can't explain it to you, it's more what survivors do to avoid me. To be entirely honest, 99% of survivors absolutely suck at hiding from or running from Spirit. But the 1% that are good at it, they just seem to know what you are doing all the time. Like mind games just don't work on them and/or they don't even bother to play the mind game. They drop a pallet early or break for the next loop. Again it's hard to pin down, but there are survivors that are still extremely difficult to catch as Spirit. Usually the only reason I do is because I catch everyone else and it's just the eventuality of them getting caught and 1 hooked that gets them killed.
Iron Will, Spine Chill, Lightweight, Prem, Lithe, and Q&Q are all solid perks to use against her. Give that 1% of survivors 1 or more of these perks and it will make the game much more difficult for you.
The only thing I think needs changing on Spirit is that Prayer Beads Bracelet needs some sort of minor drawback. There is/was a bug where you could hear Spirit's footsteps when she was phase walking. This should be fixed in her normal phase walk, BUT be something survivors can still hear when she is using PBB. Within like 5m would be reasonable, because you could hear the footsteps while on a gen and let go of the button to avoid getting grabbed. She still gets a free hit, but not a free grab. I think something like this is fair because it would still be really hard powerful just not EZ mode for this killer.
-
Thana should be 6% per stack but the debuff only applies to repair speed. It already combos well with Sloppy, and this would make it actually do something important without being OP.
-
Huntress sounds are broken for survivors right now. Her hum and heartbeat are both difficult to hear, and they cut in/out a lot when switching. I faced a few Huntresses and it was actually very frustrating to deal with.
-
At least 3 people that I've seen on the forum and/or chatted with. Probably another 10 or so that just recognized my name from the forum and said hello after the game but I honestly had no idea who they were.
@NMCKE said:
There's no XB1 players on the forums, I'm just a loner right now. If so, I would've tried to play with them! 😭
Edit: Wait, @Doc_W__HOLLIDAY is on XB1, YAY!
There are quite a few of us bro. 😋
-
@Redd said:
Let's say we ignore the BP bonus from BBQ & Chili. Let's also go killer by killer before doing an "all killers".
Note: The below is just my opinion based on my personal playstyle.
Freddy is left out due to the upcoming rework being so close.
------------
The best perks on Nurse are Hex: Ruin, Barbecue and Chili, Nurse's Calling, Shadowborn, Monitor and Abuse, and Make your Choice.
The best perks on Hillbilly are Hex: Ruin, Barbecue and Chili, Enduring, and Spirit Fury.
The best perks on Spirit are Hex: Ruin, Surveillance, Make Your Choice, Monitor and Abuse, and Stridor. Surveillance is basically required with how good it is on her.
The best perks on Myers are Hex: Ruin, Monitor and Abuse, Bamboozle, Enduring, and Spirit Fury. M&A is basically required on Myers.
The best perks right now imo on Ghostface are Hex: Ruin, Haunted Grounds, Surveillance, Enduring, and Spirit Fury.
The best perks on Hag are Hex: Ruin, Make Your Choice, Corrupt Intervention, Pop Goes the Weasel, and Monitor and Abuse.
The best perks on Huntress are Hex: Ruin, Whispers, Iron Maiden, Enduring, and Spirit Fury. Whispers is essentially required imo.
The best perks on Plague are Hex: Ruin, Monitor and Abuse, Enduring, and Spirit Fury.
The best perks on Doctor are Hex: Ruin, Distressing, Unnerving Presence, Overcharge, Hex: Huntress' Lullaby, Whispers, Enduring, and Spirit Fury.
The best perks on Clown are Hex: Ruin, Bamboozle, Enduring, and Spirit Fury.
The best perks on Pig are Hex: Ruin, Enduring, and Spirit Fury.
The best perks on Legion are Hex: Ruin, Sloppy Butcher, Franklin's Demise, Bloodhound, and Save the Best For Last.
The best perks on Wraith are Hex: Ruin, Sloppy Butcher, Enduring, Spirit Fury, Bloodhound, and Stridor.
The best perks on Trapper are Hex: Ruin, Corrupt Intervention, Pop Goes the Weasel, Enduring, and Spirit Fury.
The best perks on Leatherface are Hex: Ruin, Insidious, Enduring, Spirit Fury, Agitation, and Iron Grasp.
----------------
The following perks appeared at least once in the above:
- Hex: Ruin
- Barbecue and Chili
- Nurses Calling
- Shadowborn
- Monitor and Abuse
- Make Your Choice
- Enduring
- Spirit Fury
- Surveillance
- Stridor
- Bamboozle
- Haunted Grounds
- Corrupt Intervention
- Pop Goes the Weasel
- Whispers
- Iron Maiden
- Distressing
- Unnerving Presence
- Overcharge
- Hex: Huntress' Lullaby
- Sloppy Butcher
- Bloodhound
- Franklin's Demise
- Save The Best For Last
- Insidious
- Agitation
- Iron Grasp
The following perks appeared at least 3 times:
- Hex: Ruin
- Monitor and Abuse
- Enduring
- Spirit Fury
- Make Your Choice
-----------
Note that Make Your Choice appeared exactly 3 times, while the other 4 appeared significantly more often. Thus, just looking at frequency, my personal opinion would have to be that purely looking at viability the best 4 killer perks in the game are:
Hex: Ruin, Monitor and Abuse, Enduring, Spirit Fury
M&A is only a good perk for Myers, and has niche uses for Hag or Spirit. I don't get why people praise this perk so much. The reduction in TR is countered by aura perks, Spine Chill, and Prem. Also just good awareness "oh hey I think this killer has M&A". Against good survivors it does a whole lot of NOTHING. Against potatoes that don't know how to track the killer it will seem good.
And whatever argument you want to come up with to say M&A is a decent perk, it's DEFINITELY not top 5 in the game.
-
@Decarcassor said:
Hex: Ruin and Pop Goes The Weasel can't be directly compared to each other because they don't serve he same purpose.
Ruin give you a global slowdown on all generators and potentially a distraction for survivors if they don't just happen to spawn right next to the totem complelty in the open. Yes good survivors can power trough the Hex, but hitting the great skillcheks require a bit of concentration so they might not pay as much attention to their suroundings.
PGTW help you get a single generator under control provided that you can actually hook a survivor. All the buff did was make it more reliable. It does not slow down the game at all. It just help you stall a bit better. Its an OK perk but it simply does not have the same scope as Ruin.
Personally I tend to prefer Overcharge over PGTW. I don't have to hook a survivor to get extra benefit from kicking a generator, and its a great defense against swarming tactics and gen tapping. Each time they blow the skillcheck its 10% base regression +5% from the perk. And you can re-apply Overcharge immediatly.
@wisdom said:
Just to be clear, a successful pop takes off 20 seconds of a gen’s progression maximum- per hook.
Even though that is a large amount of time, you would need to pgtw multiple times in a game on gens that have at least 20 seconds of progression to begin with to even come close to matching ruin which has multiple survivors losing 7 seconds on good skillchecks/ spending time finding the totem.
Against survivors who don’t miss greats, though? I mean ruin prevents the 2% bonus speed from greats but that might as well be nothing. The real question is: against good survivors do you even have time to kick generators?
I’d say ruin is still better.
Just to make a point here...
All things equal, one hook is the same as 4 good Ruin skill checks. If you you get 1 hook on everyone and use PGTW each time, that's like getting 16 skill checks. How often do you think a group of survivors gets 16 skill checks before the totem is gone? Not very.
-
@ASpazNamedSteve said:
Still would not say it is better than Ruin, just because of how much time you have to spend reaching the generators and kicking them (which often gives survivors headstarts on chases). It is however much more consistent at least.
I think it's a great perk now though, really solid.
Yea but as long as survivors didn't do the perfect first 2 gens to split the map, when you have the last 4-5 gens near each other it becomes REALLY hard to work through PGTW.
Ruin can be taken out of the game AND good survivors can just work through it. PGTW just takes off 25%, that is huge. If they have toolboxes and you do that like 3 times to a gen they keep fixing, that's their whole toolbox sans Commodious.
I've had games where my Ruin goes down right away and PGTW pretty much carries me to victory. I just p2'd GF and I only have PGTW 1 and it's still a really strong perk.
@[Deleted User] said:
Pop Goes The Weasel had to be buffed to be utilized properly by other killers not just Nurse, Billy or Spirit. It is a very good perk if you can get these downs easily. It is far better than ruin, but sadly Ruin is also required. You also can combine it with Overcharge to lock the gens down or create a typical antigen build: Ruin, Overcharge, PGTW and Corrupt Intervention. This will surely buy any killer enough time to make the map unsafe for survivors and enough time to kill all of them.
OC is easy if you can do skill checks. Corrupt is pointless with Ruin. Plus if you have survivors running around at the start they might find the totem sooner. You need some tracking or good survivors will walk all over you.
-
Sabo'd hooks should decrease rate of sacrifice (with some UI indication to all players), and breaks after the rescue. Once it respawns it is immune to sabotage.
It could be used as an anti-camping mechanic. Sabo a bunch of hooks in an area and the killer can't camp you. They would be forced to leave you AND because the hook breaks after a save (like Breakdown), then it's also a bit anti-tunnel. The killer would just want to leave you and find someone else somewhere else. And in theory you could sabo every hook on the map, but that would take a few minutes even as an SWF and if the killer plays smart they will just reuse hooks.
Which would also mean that Hangman's Trick would be more useful. Sabo would be more common such that, killers just let the guy get saved so the hook breaks and respawns 10 seconds later, now immune to sabo. If survivors were trying to set up an area of anti-camp by sabo'ing a bunch of hooks, HT will absolutely crush that tactic.
-
Here is my top 10:
- Ruin
- BBQ
- PGTW
- Enduring
- Whispers
- Discordance
- Nurse's Calling
- Surveillance
- MYC
- Sloppy Butcher
-
Huntress - Bandaged Haft
Freddy - Kid's Drawing
Plague - Blessed Apple (not white, but more needed)
The rest I agree or don't play the killer enough to say if that's what I want.
-
MOM should be 2 protection hits, and they need to fix how protection hits are calculated by the game.
-
I honestly don't want crossplay until the game can consistently run at 120fps on all platforms. Until then, PC players would just have a severe advantage.
-
It's minor changes.
The pallet thing is needed. The 8% increase to detection is very small. His base kit is getting a bit stronger, and his add-ons for Killer Instinct are adjusted for the same end result if stacked. And his strongest add-ons are getting nerfed because if you use them it's almost an insta-stalk which is way too good.