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tomas11403

tomas11403

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tomas11403
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  • After a few thousand hours in this game you realize how pointless it is to get annoyed :)

  • Moris used to be 0 hook, you down someone and they're dead. Brand New Parts used to instantly complete a generator, so 4 gens could be done 10 seconds into the match with 4 BNPs. Infinites were loops where the survivor literally could never be caught before bloodlust. The game has come a pretty far way looking back, still a long way to go though.

  • @UkilledLegion said:

    @tomas11403 noooo survivors can control now it for example special die or when all gens repair u hook some survivor second time he will had borrowed time 1000000% boring scenario

    Sure, but you can wait out bt or force a trade. If you hook someone close enough to a gate that they can escape in those 15 seconds of bt, that's an oversight from you. You don't seem to be willing to have a genuine discussion, so I'm just gonna leave this :)

  • I can't imagine this will be changed for a number of reasons. Firstly, there are already two cheaper moris, which would mean that at a minimum, and ebony would cost 5k. Secondly, there are more important things to change, mostly bug fixes. Third, 7k BP really isn't that much, you cant get at least 50k bp every killer match by running BBQ. And finally, moris are not useless, they are simply far weaker than before. A mori was the strongest thing a killer could bring beforehand. A nerf to the strongest thing does not render said thing useless, it simply means it is less effective. Moris can still counter DS, or if a team were to try to take hits on the way to hooking a death-hook survivor.

  • I like Doc quite a bit, but I can't see any reason why he would be S tier. He's got a decent anti-loop and decent tracking, however he is still very mediocre in that he is an m1 killer, meaning that pallets and windows counter him. Yes you can shock to prevent vaults and pallets drops a lot of the time, but if survivors play safe then you will have a very rough time.

    Would love to hear your reasoning, and btw this isn't meant to be critical, I'm just curious

  • Once players get to a certain level, you realize that certain killers are much weaker than you initially thought. Specifically this includes stealth killers, and killers who have no power to help them in chase (different from an m1 killer, but they do overlap). Stealth is simply not an incredibly effective tactic for a killer, as players have perks, as well as just general awareness which allow them to essentially negate the stealth. As for the type of killer I was talking about, think about the difference between a killers like, say, Doc and Wraith. While they are both m1 killers, Doc has an m2 ability which will help him in chase, whereas Wraith does not (his ms boost after uncloaking is only useful at unsafe pallets which you would get a hit at anyways). These killers like Wraith, Legion, Myers, and Ghostface are often very good at getting first hits and against average players that's usually enough to get a down, as most players aren't very good, even at rank 1. However, when you go up against genuinely good survivors who can loop well, you will find that getting a first hit really just isn't enough, and these players can use the fact that you have no power in chase and waste a ton of your time. Sure, Ghostface can expose you, and he can hide his red stain, but as I said before he still needs to hit you to get that insta-down, and good survivors can play around not having a red light. My point is that he's really weak in chase, and really weak in map control (low mobility), overall making him very weak.

    As for perks, I would say the #1 option is Sloppy Butcher, as keeping people injured can be useful. After that, any gen regression does well, as well as any chase perks.

    Tips:

    You can T-Bag to bait out a Dead Hard

    Make Sure that if you are stalking, do so at an angle if possible, as you will stalk 2x faster

    Try to hide 75% of your body when stalking, this will make it nearly impossible to snap you out of it

    Don't over commit to strong players/loops, like I said before, GF is very weak in chase

    Stalking during animations is useful, as the player will be still for a short period. Unhooks are great for this, you can get an almost guaranteed exposed state on the rescuer.

    Popping Night Shroud while in chase can be effective given that it removes your red light, but it can still be played around so again, don't over commit.

  • I wouldn't say that Shelter Woods is always empty, I think that certain variations of the map can be slightly unfair. The main problem comes when out of the 5 jungle gyms that spawn on the map, they are all either T&Ls or a Pallet gym. I think the map is perfectly fine when 2-3 Long Wall or L wall Jungle Gyms spawn, however I do understand where the frustration comes. With a good team who will use pallets efficiently, the map is fine as it is. Solo queue is a different story, as 1 chase can lead to Meg throwing 4 out of the 8-12 pallets on the map, and then the map is a pretty significant deadzone. This problem with deadzones is a reocurring issue, one which they did a really poor job with on the Autohaven rework

  • Billy nerf would be #1 by an absolute mile. After that I'd say the autohaven rework, I think it was poorly done.

  • They do lose points on the emblem system already, and they lose the game as well if the other survivors do gens. It's been like this for a while.

  • The only character that I'll judge someone for playing is meg. Yuck

  • If you are confident in chase, go ahead. You might look a bit silly sometimes, but overall I'd say it will help you improve, as you will get chased more often. It's actually pretty good in solo queue if you know how to use it, as knowing where the killer is gives you information, and information is everything in solo q. So I would say go for it, it'll help you learn, and provides useful information.

    As for stealth killers, there are things you can do. Object acts as a somewhat risky Spine Chill while a killer is undetectable. While you can't see the killer aura at this time, Object will still light up when you are looking in the direction of the killer. A quick camera spin every so often will help to locate the general direction of the killer, but be careful because obviously the killer may see you as well.

  • I think it's very important to clarify something, and please don't just jump at my throat :)

    When people say this game is survivor sided, they say this when referring to a high level of play. What I mean by this is not red ranks, as from thousands of hours in this game I would guess that up to 80% of all red rank players (on both sides) would not be there in an ideal MMR system. I don't say this to be mean, I say this because this game has a steep learning curve (allow me to explain). I think that this learning curve is the main reason for the concept of a killer sided game, and it makes sense that this happens. I believe that killer is much easier at the lower levels of play, whereas survivor is more difficult (this is assuming you are actually trying to play optimally, not just being immersed. As you gain experience and climb the rankings, you get to a decent level of survivor. I would define this as someone who isn't scared of the killer, does gens almost always when they aren't getting chased, and have a decent concept of looping fundamentals. These kinds of players exist across all ranks, however the ranking system doesn't always favor this playstyle, as a mistake while looping can set you back.

    Once you get to this level, and move up the learning curve to this point, I find that this is where the game becomes balanced to survivor sided. I can't just say one way or the other, as there are so many variables in play that each trial is different (perks, addons, swf/solo q). Before you reach this level, however, it's completely understandable that you would find the game killer sided. Killer is much easier to pick up, as simply following survivors and cutting them off as necessary will catch most survivors you face. When this is the low standard for playing killer, compared to the difficult learning curve for survivor, the game will obviously seem unbalanced for someone who hasn't reached as far up that curve yet.

    Again, this is not an attack on anyone. I'm simply saying that survivor takes a much longer time to become a decent player compared to killer, which leads to it seeming like the game is killer-sided, when in reality its just that killer is easier to learn. I should clarify, I don't think killer is easier when both sides are good players, just in terms of learning the role.

  • BOTB was very nurse/spirit heavy. Just about every tournament will include them, and unfortunately it's for a good reason. For the most part, M1 killers simply aren't good enough, because the balance of this game when played in the way of a classic M1 chase is incredibly survivor sided if they know how to capitalize off of this advantage. This isn't to say that other killers can't do well, simply that they will be much less consistent, so nurse and spirit are simply stronger options at the top level. Given that these two killers are so fundamentally different from other killers, it goes to show that the game only swings to a more balanced level (at this level of play) when spirit or nurse are involved. Hag also falls into this category of being incredibly unique, and while she is really powerful, the fact that she has to prep, and also has more counter-play than the other two, means that she isn't quite as powerful.

    One last things, scoring of tournaments has somewhat evolved to encourage hooking various survivors rather than just getting a kill, I know many people dislike the camping aspect. It's still necessary sometimes, but it it's better to go for every survivor to be hooked a lot of the time.

  • Calling this game balanced or unbalanced is simply far too broad to actually accomplish anything. I could load in as a double range nurse with ruin/undying on Wreckers Yard one game, then addonless Wraith on Haddonfield the next game. Regardless of my skill/my opponents' skills, I start off at a ridiculous advantage 1 game, and an incredible disadvantage the next. Every trial has a different level of balance, so when you label the game as a whole as balanced/unbalanced, it really doesn't encapsulate enough of the game as a whole to be an accurate statement.

    This is not to say that I don't feel the game swings one way or the other, because I do. But the way I think of it isn't the game as a whole, but rather how individual aspects of the game (killer balance, maps, SWF) affect the balance. I find this hard to put into words, but the way I see it is that each game starts off balanced, and whichever functions of dbd are incorporated with that specific trial determine its balance. To that point, I do feel as though there are more of these functions which swing in the favor of survivors, not necessarily meaning that the game as a whole is survivor sided, but rather that on average, individual trials do favor survivors.

  • 1) If you're getting upset over this game to the point you feel the need to call people out, you might want to take a break

    2) Locker flashlight saves are incredibly common, it's not that hard to avoid them, aside from maybe the first time

    When people "play toxic" like that, they aren't doing gens nearly as quickly as they could, it's playing into your favor.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856475#Comment_1856475

    Far more often for a console survivor to be useless. it's not understood by many but the different platforms have their own meta, and the meta for console relies a lot more on stealth than for pc. this creates more immersed teammates.

    I guess this is what you've found in your own experience, because I'd been playing console for multiple years before crossplay. I can tell you that the gameplay of everyone I've faced isn't any different from before. There are confident players, stealthy players, and everything in between on every platform. You probably notice this trend you see for console because there are more console players, meaning there are a lot of immersed gamers. I promise you there are plenty of incredibly strong console killers/survivors, whether you continue to think that they are all rank 20 Megs is your choice.

  • No criticism of you is intended here, just giving my input.

    1) Why is Myers so high up? He really isn't even that high but he's just so weak that I can't see him being anywhere above D tier. His early game of horrible, 105% until he gets out of tier 1. Sure, he gets an instadown, longer lunge, and faster vault speed, but that really doesn't mean all that much given that his can still only M1. I just feel that the other killers similar to him outclass him so far that he is just pathetic and outdated at this point, his power has a significant low which isn't cancelled out by a mediocre high. Obviously you can still do well with him at any rank, survivors aren't the best typically.

    2) I think pig should be lower as well, her dash isn't useful at most loops, and the ones it is good at you could probably land an M1 to begin with. Her traps are RNG based, which means if she gets bad luck with the traps, she is basically just an M1 killer with a subpar chase mechanic.

    3) Twins I feel are stronger than this. The slugging potential is strong enough IMO to warrant a spot in at least B tier. Still pretty new, I won't say too much on this one.

    4) Ghostface has a similar issue to Myers, which is that his power just leaves him as an M1 killer a lot of the time. Yes, he has decent stealth, but the game has evolved so that stealth isn't really a genuine tactic at higher level play. He can use Night Shroud at loops to hide his red light, and crouching can throw people off, but I would still move him down to C tier.

    Other than that I mostly agree, and like I said this is just my opinion/input, I'm too lazy to make a tier list myself.

  • @NightShroud said:

    Heres the build that usually works for me

    -BBQ

    -Pop/Ruin

    -Tinkerer/Survellience

    -Stridor (This Is A Must)

    stridor certainly isn't a must, not killer requires a specific perk to win/do well. Stridor certainly helps a lot of people, but this comes down to preference and the headset you own. My old headset was incredibly crummy, I couldn't track breathing/footsteps particularly well. Stridor was very useful for me at that point. I have a decent headset now (an average one works, you don't need to go spending $500), and I don't use stridor anymore, because honestly groans of pain are not the most efficient way of tracking survivors. Footsteps are your best bet, not only listening to them but also seeing how they interact with the environment. Stridor is pretty powerful on spirit, but it is by no means a must have.

  • I very much agree with this as someone who mains addonless doc. He becomes oppressive when you combine range and discipline addons, because at that point if he knows what he is doing, there is virtually no counterplay other than holding W.

  • @QwQw said:

    I really hate beakable walls. They completely killed my enjoyment of MacMillan.

    I agree. I think that they can be a negative for both sides. Firstly because the killer has to waste time breaking it, which especially in chase is a huge setback, and also because many loops are virtually useless after the wall is broken, leaving the survivor with fewer options. I forgot to mention breakable walls initially, but I think that majority of them are problematic.

  • I play a fair amount of nurse (ps4), and I can hopefully help a bit. Obviously fps is pretty crap, and the most difficult part of this for me is landing a hit when I blink right on top of the survivor. This is tough because you can't really spin around to find them, the frames are not good enough, so its more of a guess. To fix this, set your first blink up to be within range of second blink, then use that second blink to land just behind the survivor. This does a few things. 1) makes the hit a lot easier to get with low frames. (2 if they double back you'll catch them out for hopefully an easy hit. Point being, blink just behind survivors, not into them, it's easier to land the hit with low frames.

    Don't go for too many predictions, as this will lose you a ton of distance.

    If your sensitivity is high enough, when you're going for a max range blink flick your right stick upwards. You will see someone with a mouse flick their screen upwards as they release the blink, this allow them to get the most value out of the blink.

    Don't be upset when you lose, nurse is very difficult on console, and you will lose many, many games in the learning process.

    Learn your lunge distance, try to get out of the habit of swinging too often, if they seem out of range, the fatigue without swinging is shorter, so its best to just fatigue.

    One personal bad habit I have is immediately charging my second blink after landing my first, this prevents me from getting a hit if someone doubles back into me.

    At least give shadowborn a try, a personally like it, but its not for everyone.

    Hope this helps at least a bit :)

  • I think doc is actually in a very solid spot right now. His static blast is strong but not oppressive, and his shock therapy actually has a pretty high skill ceiling if used well. A bad doc is pretty annoying to face, as they don't really know how to use the shock therapy and just spam it at any point possible, but if you play smart then this is pretty easy to run against. The only things I think need a tweak are range/discipline addons. Range should probably have the old setback of increased charge time, and discipline need to be reworked, as the decreased detonation delay does genuinely make doc oppressive and virtually uncountable in the right hands.

  • You are learning how pointless the current ranking system is. Quite literally anyone can get to red ranks if they do gens and a little bit of altruism each game, and the system has no way of determining what a good chase is further than how long you lasted. This means when baby dwight lasts 2 minutes yet throws 8 pallets, and a decent survivor gets chased and only lasts 30 seconds because all the pallets are gone and they're in a deadzone, dwight is the one who has done well in the eyes of the current system. Immersion isn't actually in any way an optimal playstyle, because a good killer will find you fairly easily once they identify your general area, and when you get hit while trying to hide you've already had a very poor start to your chase. "Skill" for survivor, to put it in my opinion, is part decision making and part technical ability. The technical ability isn't that significant; things such as fast vaults (difficult ones such as 4 lanes), tight looping, and usage of camera movement are some of the only things that bring this into play. Decision making is the biggest part of this game. Where should I run when the chase begins? Do I have enough distance to make another loop? Should I commit to this window vault or fake it? Making the right decision in a tight spot is what really separates a decent player from a good one.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794034#Comment_1794034

    They were talking about the early game slowdown mechanic about a year ago. I'm not sure what happened to it, but it would hopefully address the reasons killers have to use those tactics.

    Do you think BHVR could pull that off? A lot of people are saying that balancing these issues would kill the game.

    I think it's interesting, because without bashing them too much, I am dissapointed by BHVR in the past few months. That said, I think that endgame collapse is quite a fun and engaging feature, so adding something which allows for the same kind of engagement at the start of the match would be a really good edition. I do want to add that this feature could very easily favor killer a ton, so they would have to be careful with implementing it.

  • Unfortunately, in the current state of the game, many matches require these tactics if a killers wishes to compete. If survivors are efficient on gens, it simply isn't realistic to expect 12 hooks every game. Therefore, killers take opportunities to apply pressure to survivors, and as you say, these tactics are often unfun as they don't allow the survivors to interact with the game nearly as much. The only interactive slowdown I can really think of that is currently in the game is pig's jigsaw boxes, which at least allow you to run around the map and try your luck at the boxes (even though we all know it's gonna be the fourth one regardless). While this can still lead to "scummy" play such as the pig tunneling the person with the trap (very inefficient tactic), at least its a step above being slugged on the group or stuck on the hook. I don't really know what they could do in terms of a solution to this, but they need to be careful in doing so if they do, because balance changes of this size and significance have the potential to be incredibly harmful to the game's health.

  • @cluedup_survivor1988 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791677#Comment_1791677

    Ok thank you for your reasoning I get where you are coming from I just feel that doing that creates an unfair system that only the killer can take advantage of as hooks are approachable from 180 degree angles and nothing else is blockable without getting hit, I appreciate your time explaining though and makes a difference from aggressive defensive shut downs.

    You are actually able to prevent a killer from hooking with only 1 survivor bodyblocking. Until he hits you and looses collision for a few seconds, if you are positioned correctly the killer will not be able to hook the survivor they are carrying. I'm not saying they're guaranteed to wiggle off, just that you can force the killer to hit you if they want the hook.

  • @cluedup_survivor1988 Ok. I commented earlier, but I feel that with a bit of reasoning we can make sense out of this. Let's look at the term bodyblocking, which has two meanings/interpretations. The first is when a killer chooses to stand in place or move to an area that prevents a survivor from moving around or doing anything. In this situation, the killer is taking the game hostage for this 1 survivor, and the only way they can do anything is if they dc or the killer moves. For example, if a survivor hides in a corner, and a killer walks up and finds them, but rather than hitting them, just stands there. This is bannable, as it is intentionally ruining the experience of another playing and doesn't allow them to play. Now let's look at the other interpretation. This other meaning is that a killer or survivor tactically gets in the way of their opponent to prevent them from accessing something, whether that be a pallet, window, hook, etc. The opponent can still move, but they are prevented from utilizing this interactable object that is being blocked. There are simple solutions to this; for killer, just injure the player body blocking (even though it's less than ideal, but that's kind of the point of the strategy), and if the killer bodyblocks something, you will have to run somewhere else for resources to use. I understand that this can be frusturating, but it is a genuine tactic which isn't bannable, or even considered very toxic. Hope this helps make a distinction.

  • This is a genuine strategy, I wouldn't even consider it remotely unfair or toxic (unless your teammate is sandbagging). I don't even really know what the complaint is meant to be, I'm interpreting it as: "The killer should not be allowed to get in my way", to which I would respond that it's the killer's goal to catch you, and unless there is an exploit/cheat being used to do this, it's not reportable.

  • It depends on the killer you're playing. For me personally, I would rather go for regression rather than information, as often times you already know which gens are being worked on, or can at least make a good guess. So I'd rather dedicate a slot to something like PGTW or Ruin, but if I had to choose between these two, I'd choose TT. The only exception to this is if I'm using ruin, and here's my reasoning. Surveillance without Ruin (and also surge kind of) really isn't that great, as dry kicking a gen is very ineffective. Sure, you'll know when someone gets on it, but how usefully actually is that, if all you can do is temporarily push them off the gen, without any regression other than the dry kick. Thrilling Tremors will give you information that is more useful, however without PGTW it also isn't that great. I should note that it takes 4 seconds to regress 1 percent of a generator with a dry kick, meaning a genn at 99% will take over 5 minutes to fully regress.

  • My only advice here is don't let it get to you. It happens to everyone, you have a bad game (maybe many) and someone who really wasn't all that good feels entitled to "BM" you. These sorts of things don't bother me anymore on either side, as I know I'm a good player, and losing that match means I either just didn't play as well as I could have, or it was out of my control. Just realize that this is a game that you're most likely playing for fun/to pass time, and it really isn't worth your time to either get annoyed at or even deal with these people.

  • I think that the majority of the DBD community thinks that they are a better player than they actually are. I should say that this isn't a personal attack on anyone in specific, I'm just trying to get my point across. That being said, even at red ranks the majority of games won't be very challenging at all for a good killer. This isn't because the game is killer sided, this is because most survivors do not know how to play the game optimally. I know this from experience in solo queue, I know this from experience as killer. Most survivors really aren't that good, even at red ranks. I'm going to use a quote from Ralph (a twitch streamer): "If you don't think you're going up against the doofs, you are probably the doof". The point here being that if you think you're going up against a 4 man comp swf every game, most likely you just aren't as good as you think you are. This could be from inexperience, or just not being amazing, either way it's fine, and you're still entitled to having fun. My main argument though is that red rank really isn't that challenging if you know what you're doing 95% of the time, as the ranking system is flawed to the point that anyone can make it there.

    I should also say that my reason for being at red rank is because that's the only place where I will potentially face a challenge, same with majority of experienced killers.

  • All 3 perks are sub-standard, and are outclassed by many other perks. Babysitter is an unhooking defensive perk, why would you ever use it over BT or even We'll Make It. Second Wind isn't completely useless, but it is outclassed by deliverance, which has much more potential.

    Camaraderie is an interesting one, because although it is practically useless in solo queue matches and even swf, in the competitive scene this perk is incredibly strong. At the highest level of play the killer will often be in a position where they have to force death on a second stage survivor, and the extra 34 seconds that Camaraderie provides can be extremely beneficial for the completion of more gens while the killer is forced to proxy the hook for that time.

  • I don't mean to be rude, but is it possible you had a few bad matches on it and formed an opinion? I think ARP is generally agreed to be one of the few maps that can swing in the favor of killers. I think that the balance is very RNG dependent, but the ability to always hold a 3 gen on this map makes it balanced at the very least. When I play on this map I practically don't even go to the opposite side of the map the entire game, unless there is a very good reason to do so or my 3 gen gets broken. ARP can also spawn massive deadzones, so much so that you can have only 3 pallets on 1 side of the map. The map isn't always killer sided, because of RNG, but I certainly don't feel at an inherent disadvantage when I load in on this map (whereas I do with a large portion of the maps).

  • The survivor can't see the wraith because he is undetectable, but the wraith can see the survivor when the perk is active. The survivor will still see the perk light up in the bottom right, which can almost be used as a makeshift spine chill.

  • As a killer main who plays plenty of survivor, I tunnel when I feel it is necessary. If I feel I am at risk of losing the game without using what some consider scummy tactics, I'll do whatever is needed to win. That said, I'm never really in this situation unless it's an awful map/killer or the survivors are actually decent, so against average red ranks I just 12 hook usually. Personally, I love getting tunneled (hear me out). When the killer is tunneling you, this is not the same as your teammate unhooking you in his face without borrowed time. That's the survivor's fault, not the killer. When you are getting tunneled, the killer is going out of their way to get you out of the match. I love this, as it means I get chased, which is by far the most fun part of playing survivor. At the end of the day, I don't mind if I die, I care if I had good chases, which is a lot easier when the killer wants me specifically out of the game. I can safely say this because I'm very comfortable in chase largely just due to experience, so I can understand when someone who enjoys a more immersive playstyle or isn't as great in chase gets frusturated.

  • I stopped caring, and rather than finding the baby Bills in my game frustrating, I find them adorable. If you go into solo q with the expectation of escaping, you're going to get annoyed very quickly. I'm happy with a game if I have a good chase, and even if I die being slugged for 4 minutes I don't get annoyed, because like I said it's best to just stop caring what happens.

  • @DankestOfSouls said:

    https://forum.deadbydaylight.com/en/discussion/205852/can-you-guys-tell-me-your-devotion-and-hours-in-game-for-research

    By the way, there are a couple of websites you can just enter your psn username into that can find out your hours for you if you haven't seen them, I don't know the rules on linking to other sites but I use exophase to check my hours on PS4 personally if that helps!

    I just tried this, can confirm that it works (I'm surprised but very pleased). I'm on ps4, started right as devotion was released, and I'm devotion 7, level 83, with 1,834 hours.

  • Whispers + MYC is a very fun combo on doc. Down someone, hook them, save your static blast until the unhook, Make sure you're out of MYC range, then come back in, and if the exposed survivor is hiding, just static blast and get an easy down. Whispers is used to ensure someone is inside of your static blast, as it's range is the same.

  • With enough experience Spies will more or less be built in to your kit. Obviously it won't be quite as precise, but learning to track when crows fly away, as well as when they spawn back is something that people pick up over time, meaning that while Spies isn't an awful perk, you could be using that slot for something else. You could argue this about many tracking perks, that game sense will in time take away quite as much need for them (Thrilling Tremors specifically).

  • for me, as long as no one escapes out of the exit gate after all 5 gens are done. This means either a 4k, or a 3k where I can't be bothered to find the last survivor and they get hatch/door after I close hatch. Key escapes I don't really care about, most likely if you're bringing a key you're pretty boring so I'd rather the game be done sooner anyways.

  • People typically like sloppy as it is pretty much the most consistent perk available for an m1 killer. Forced penance isn’t terrible, but it doesn’t come with the same level of consistency

  • Billy is so much less fun now. Curves are much more difficult to do because missing one is very punishing. Billy's playstyle now boils down to sawing across the map just like he used to, but now due to overheating your best option in chase is to backrev which in all honesty just isnt that fun

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717148#Comment_1717148

    That's actually not too far off from a match I just had. Sad thing is it gets more common the better your rank is. I've been noticing it heavily since I passed rank 10.

    First of all, I hate to break it to you but the vast majority of players at red ranks are no better at the game than people at a higher rank. I'm thinking about how I want to phrase what I say, but I think it boils down to this. Completing generators is the survivors' goal. Yes, as you say it's boring when they do the gens too quick, but I'm not exactly sure what else you expect. I would imagine that if you are experiencing the situation you described of losing 3 gens after a first chase, unfortunately that is partially your own fault. I can say this because this happens to me maybe 1/10 matches, and in that match I know I have messed up. Any top killer will tell you not to commit to chases too long, and if you have this issue that will help you out. I would also recommend corrupt intervention.

  • Hag can make survivors feel very helpless. Often times you will get downed due to two well placed traps very quickly, and it may make you feel as if it is unfair because you had no real counter. In that moment this is partially true, you can't really predict where traps are very accurately as there are just too many potential trap spots. However, hag's main counter play comes early game, and that is having someone harass her while she attempts to set up her web. I think that this is the underlying issue people have with hag, because this counter is not something that is easy to do, especially in a solo q team. She isn't actually op, or realistically even in need of a change, but I can certainly see where the frustration comes from. What I'd say is play who you want to play and how you wish to, don't worry about people giving hate or dc'ing.

  • To be honest, I see no reason why you shouldn't have to lock your survivor in before you ready up, just as with killer. It's just a small change, but it's something that would be simple and effective, and I can't really imagine any back lash against it.

  • For me, the best survivors are not any better than console survivors, however I am finding that there are many more swfs that consist of most if not all good players. Basically the good survivors aren’t any better than before, but there are more of them now. Also the blendettes are sweaty rather than immersed

  • @MusicNerd_TC said:

    @Katee_Main I don't think Freddy is OP. He has plenty of counters, you can pre throw pallets and waste a ton of his time, and his snares aren't effective enough to COMPLETELY shut down a loop. He may be easy to play, but not OP.

    I would agree with this. Freddy is still counterable, because there’s only so much an m1 killer can do. He is the optimal m1 killer though, and while I don’t think he’s op, he is a bit too strong. For me, I just think he needs a cool down for placing dreams snares or something along those lines

  • @Katee_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495572#Comment_1495572

    I think everyone can agree that freddy on every platform is OP.

    1 last thing. Honestly not trying to undermine you. If you do think you are a very good killer, you should consider participating in the BragginRights tournament (ps4)

  • I totally agree with you there. Not much chance for the survivors of the freddy is a good killer

  • @vogit10102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495434#Comment_1495434

    So, you can't 4k with a bad killer in ormond against a top tier SWF and this is supposed to be a problem? Because if pig can 4k easily again this survs every killer is 4k every game

    there are a lot of variables that go into this. Firstly, when the game spawns in as ormond, the survivors gain an advantage. It’s unfortunate, but some maps are unbalanced in their current state. Next, if the 4 survivors are all in a swf, that is an extra advantage. On top of that, if they are 4 optimal survivors who can all loop well and just do gens rather than heal and hide, that hurts the killer even more. The final straw would be if you are playing someone like clown or other weak killers (without crazy addons) there is just no way you can keep up with the pace they set

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