ukenicky
ukenicky
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- ukenicky
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Calm Spirit is already reasonably strong to counter Doctor/Infectious Fright any other actions that make you scream.
If anything, I think they should just add more ways of causing screaming into the game so that Calm Spirit will have more uses.
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@YOURFRIEND said:
I'd love to use it if it actually looked different and was less likely to get me murdered. I like the broken key a lot, actually.
This.
This this this this this.
Give it a unique, broken model so it can be used EXCLUSIVELY as an aura reading item and the killer doesn't have to worry about it being able to open hatches.
Wedding Ring and Gold Token are seriously underrated! But any time I bring a skeleton Key I usually run Amber + Prayer Beads for maximum efficiency lol
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I like the idea of Lightweight making your footsteps more quiet whether you're walking or running.
Additionally, maybe you make little to no noise in grass?
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@Chilli_man2400 said:
the most simple way to fix this perk is to just remove the invincibility just make the perk a dash forward to avoid a hit no more dashing into the killer to nullify a hit and no more dashing through bear traps just make it a dash forward to avoid hit perk or here’s option 2
OPTION 2. Keep it the same but if you hit someone while they dash into you they get the deep wound status effect but keep it so if they dash into a trap they get caught
So make it a worse sprint burst? Okay
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Why not add a sort of diminishing entity return to the survivor who just got unhooked and then tunneled immediately?
Example:
It's your first hook.
The killer is camping you.
Your teammates look for a way to safely save you before you hit stage 2 but can't without just going in and trying to force a trade so they do.
You get unhooked but the killer downs you again immediately.
Your teammate gets away but couldn't save you.
The killer hooks you again but you gain an innate camaraderie effect and the hook timer is paused / the Entity isn't summoned for the phase 2 struggle for 30 seconds as punishment for tunneling and not patrolling gens etc.
I'd imagine this working like Borrowed Time, if the survivor is unhooked in the Killers terror radius / the Killer has been within a certain range of the hooked survivor it will proc this effect when they down them again and hook them right away. This might even also work for survivors who are camped until they hit stage 2 and tunneled immediately off it? Idk that might be a bit much.
Idk, there could definitely be some issues with how to make it work but overall I like it as it punishes unnecessary, overkill tunneling and teaches killers to go do something else than camp the hook which already hurts them more than it helps.
Heck, if there was a perk that affected your hook timers in these cases of being tunneled and camped I'd run them. I just really wish this wasn't as big of a problem as it is for a lot of players.
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Yes pleaseee. I wanna be able to wave lol
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If I had Inner Strength I'd use that over Self Care but I don't so rip.
That being said I still love using Self Care sometimes, almost always with a med-kit when I do. The way I utilize it is with an Emergency Medkit (Green) with lots of extra charge add-ons so that I can heal myself incredibly fast, multiple times. Sometimes I also run Resilience with this and will heal myself to 99 (Kind of risky) and tap to finish the heal during chase / at palettes if I anticipate I'll need to be able to take a hit.
Self care is not perfect but it's also not the WORST ever. It's like many perks in that, in can develop bad habits in players but with some creative use it can be quite nice! Honestly my favorite part of Self Care is the medkit efficiency buff. I'm a medkit runner lol
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Things I really liked:
The mori nerf
Things I'm hopeful for:
Key rework
Plague to get her issues addressed
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If I wait for a survivor to run riiight into my trap which I can see and teleport instantly and hit them does that mean you think I'm cheating lol
Nevermind the fact Hag players can easily just react to triggered traps quickly and get instant teleport hits just fine without macros
I'm not buying this bait
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1846929#Comment_1846929
Absolutely not. It completely defeats the purpose of madness as a time waster
I get this but what are you supposed to do when you can't get away from him and get a chance to snap out of it or when you try to, he finds you and knocks you out of it before you can snap out of it T^T (Seriously wondering as I'm still semi new and you offer the best insights from killer perspective!)
One things for certain I'll be very happy when I get calm spirit teachable bcuz I'm really sick of doc and infectious fright lately like I actually would rather bring calm spirit just to be on the safe side in these niche scenarios lol
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I think this would be cool as a practice mode- but couldn't that just be achieved in custom game?
I actually don't know as I've never used custom game but can you set an AI killer in that? Regardless, this could have some function as a practice mode for survivors to test out strategies, combos, perks etc could be cool
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I use it only for 1 or 5 ratings. No in between.
When we have an absolutely awful match against a killer with little to no counterplay such as Spirit or Freddy or just any killer that partakes in hardcore tunneling and camping and then goes out of their way to be rude in end game chat etc. I'll put a 1 / didn't have any fun because honestly it isn't fun to go up against certain killers that are SS+ tier right now or killers who are just being mean for the sake of being mean and trying to ruin everyone's fun.
I certainly hope any and all 1 ratings against Spirit, Freddy and Twins helps Behavior know that these are characters with "fun" problems and need to be looked at (Freddy is obviously getting worked on soon). I hope they work on Spirit and Twins next. Especially Twins, it sucks that they're so weak without hardcore slugging, tunneling and camping.
And yeah, on the flipside if I have a lot of fun, whether it be playing against a killer who happens to be super fun to play against (Eg. Billy) or they're a decently nice killer (Not like, let us escape but just, not mean / rude) I'll put a 5 star even if we all die. Although in that case I'll usually also give the killer a props / commend on their profile because I can't stress this enough:
We need more nice survivor and killer players. End the cycle of toxicity please.
Anyways, I'm glad Behavior confirms that they draw some feedback from this as I will continue to use it lol
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@Aquamarine said:
Survivor is not really that much of a team play (especially in solo) since everyone get their own BP and emblems, no matter how well 3 survs rushed the gens while 1 was on hook.
Considering how common facecamping is, the game punishes too hard the survivor who's camped to death on first hook. You depip, get almost no BP, and that sucks.
If the team just did gens, the camped survivor should also get points for wasting killer's time meanwhile
This. But I guess killer mains will just say "Yeah, screw that one particular survivor".
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I'm glad someone finally laid it out like this because it IS bs and unfun when this happens to you as a survivor. I know killers can claim that sometimes things feel helpless playing as killer what with gen rushing and survivors doing their best to survive but I don't think that compares lol
The only time I feel helpless as a killer? When mean, sweat tryhard SWFs are involved or keys. And both of those things aren't as degrading to a single killer player as it is when you're a survivor and you're forced into dying on your very first hook early in a match and you get like , under 5000 BP.
This stuff happens to me and I've only been playing for a few months now (Purple, rank 5). I have no meta perks for survivors and if anything the most I get use from is Windows of Opportunity to help me last longer in chases and it still happens more often than I'd like that when the killer gets me downed they face camp me and hit me on hook and have to be mean in end game chat like I don't get it at all really. And no I don't T-bag or clicky clicky. Idk maybe they just really don't like me or something.
But regardless I feel you OP, it feels really bad when you get sacrificed and get well under 5000 BP- especially when your other three teammates don't escape off of it and they go down as well.
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I'd say Spirit and the Twins take #1 spot.
A lot of people say Hag and while her backstory is awful, according to the lore she was dabbling in witchcraft / magic and was warned against doing so as it would bring bad luck. And look what happened to her :|
As for least sympathetic towards.. Clown, Myers, Freddy and Doctor.
They just seem like worse than monsters.
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I always wished you could just bam, smack a killer with the toolbox lol
Heck even the heavy duty flashlight should work
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@[Deleted User] said:
It's been explained before.
Her puke basically has a hit box sphere like shape every like foot of the stream or so. The result is that survivors can literally pass right through the stream if they happen to luckily pass through it right between those nodes.
https://us.v-cdn.net/6030815/uploads/3D3CLUE5Y21P/image.png
It's like that.
The problem is that the emetic add-ons which increase vile purge's "efficiency" are what add more projectiles to the puke stream. It's why they're one of her strongest add-on types along with the apples and black incense.
But that doesn't excuse the fact that it's bs when survivors somehow completely avoid infection / getting hit by your stream of puke. ESPECIALLY when it visually hits them, they cry out but don't get infected/take damage.
They need to fix this asap
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The killer with the lowest pick rate, huge bugs / issues ah yes.
I'm not sure Behavior will ever address her problems at this rate. It's a glaring predicament if you ask me. Like it's cool that they're looking at toning Freddy down and giving Clown a rework but my god, after all that settles please consider looking at Plague.
Idk if they will though it feels like they just don't care about her rn probably because she has low pickrate and they wanna focus on other things which reminds me of the key rework as well.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1844786#Comment_1844786
It is a valid strategy. This game is about agency, i.e. choices. Everything Survivors and Killers do affects the outcome of the game (for better or for worse). Camping, tunneling, slugging, and even the Mori are all simply tools. Most of them are niche, and when applied incorrectly leave the Killer vulnerable. Whether or not the Survivors punish mistakes is up to them. Most of the bad things that happen to Survivors are the result of Survivor choices (their own and their peers). The Killer's choices are a bit more narrow to be honest, and that is the nature of a 4v1 game. Survivors have more strategies open to them because they can coordinate. It doesn't mean they will; but they have the option. You can lead a horse to water but you can't make it drink.
Given that GOOD Survivors can take someone off the hook right in front of someone squatting point blank and face camping, I don't really buy any excuses for why someone gets to Stage-2 or dies on the hook. That isn't the Killer's choice; that is a call the Survivor's made. The problem right now is a profound lack of understanding of the Survivor role, and the demands it places. To win, you need to be getting into chases, taking protection hits, and even your time on the hook. The best Survivor teams understand this and don't shy away from taking their lumps, or even being martyrs if the situation calls for it.
The so-called problem you are seeing "lately" is nothing new. I see it all the time when I play Killer, and I'm not even camping. The number of people getting to 2nd Stage is astounding in the Solo Que. Why? I personally blame the rise and every growing numbers of the SWF. 3-Person SWF poison the well because they treat the Red Shirt (poor soul thrown in with them) as a disposable asset. This has created an every Survivor for him/herself mentality. There just isn't the coordination or TRUST anymore for Solo Que to act. When this happens, of course the Killer profits.
I have to disagree on that last bit completely. When I play with my friends and we have a 3 stack SWF we don't screw over the 4th person like that but more often than not they leave US for dead lol
But hey everyone has different experiences. Not all SWF groups are toxic though. Better to group up and have fun than be at the mercy of 3 other blind solo queue survivors.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1844921#Comment_1844921
So... basically red ranks facing rank 20 killers?
Oof yeah lol
But in all seriousness, I really like the idea of them maybe adding a festive for funsy game mode for a holiday event. Since the usual dbd match is always "ranked" mode it would be nice to have some kind of casual mini game mode where people could chill and have more fun than have to worry about mega sweat squads or tryhard killers etc.
Idk about anyone else but sometimes I just close dbd because there's too much tension for me to play any matches of survivor or killer and I'd appreciate a for fun mode.
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@Taingaran said:
https://forum.deadbydaylight.com/en/discussion/comment/1844886#Comment_1844886
According to my observations, the perk increases the number of charges, and does not reduce the consumption.
What makes your say this? Because if this is how the perk actually functions then that certainly changes things.
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We need a game mode where the four survivors hunt down the killer and try to kill them with DS
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A problem I've been seeing very often lately is killers (In higher ranks) camping until someone reaches stage 2.
I know killer players preach that camping always equals survivors winning but that's only if the survivors split up and maximize gen rush which doesn't always happen or it results in a nasty 3 gen scenario.
A killer who camps someone until they hit stage 2 and then goes to pressure gens is really disappointing for so many reasons because it's still scummy. When you factor in slowdown it makes this strategy even more viable. And if you try to go for the save what's stopping them from forcing a trade and then camping that person until stage 2? After a certain point, survivors know they HAVE to save one another but it feels bad when you can't do it if someone is being camped hard, they'll be tunneled without BT or you just straight up trade.
It's kind of bs that people's answer to this is "just do gens and let your teammate struggle if they're being camped" like this is the kind of stuff that makes me wish there was a base camaraderie effect for killers who camp a hooked survivor purposely just to get them to stage 2 so they die on hook.
But whatever, it's a "valid strategy".
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Some of y'all sound like killers disguised as survivors
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Echoing the person above me, Deja Vu is incredibly helpful for finding generators. Specifically the three closest to each other that you need to complete in order to not get 3-genned hard.
If you really wanna overkill it you can bring a map + detectives hunch
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1843385#Comment_1843385
In addition to 2 additional tokens the timer needs to be extended to 13 seconds because right now, 2 tokens will be consumed when cleansing an undying totem.
Actually this is a really important point thanks for bringing it up. Maybe if they just increased the duration of it at max level to not be almost completely used up by cleansing a singular totem that would help.
@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/1843385#Comment_1843385
I just feel like slapping 2 tokens on is a boring solution. There's not much interaction with the perk, it's just kinda there and you get the benefit from the beginning. Making a terror radius based replenish system would make it much more fun and interactive imo and will make it a risk/reward perk. Wanna be able to hide your aura? Well you gotta hide from the killer first.
I understand it doesn't seem very exciting but I only pitch that idea because of how low-effort it is and how Behavior has said they don't really want to go back and change old perks too much / make any perks too good and cause power creep etc.
While I think the idea of having a system in place to generate the tokens is cool, having to do that BEFORE you can even use the perk to hide your aura feels bad lol I think it's all around better to just have usable tokens from the get go but that's just me.
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Deadhards anonymous
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Any time I get a gen grab on a survivor I legit go YES irl lol
Idk there's just something so satisfying about sneaking up on survivors doing a generator and yoinkin em off it cuz you know you scared them half to death probably. That and I love playing a more stealth like style on killers.
Basically anything to scare survivors to death, I just really like scaring them more than killing them lol
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I honestly think Distortion is fine and if anything could use a buff.
I always see people pitch the idea of "make it so you can regain tokens by being in the killers terror radius" but I feel like that's a bit too much reworking.
Just slap 2 additional tokens onto it and make it default 5 and I think Distortion would be in a really good spot. It would be simple and give Distortion more value before it runs out. People who run Distortion know how to get the most value out of its limited uses as it can give you a surprising amount of info depending on when a token is consumed / tells you what aura read perks the killer has.
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Oof yeah. If killers could see the wiggle progress, what's stopping them from dropping a survivor at 99% if they can't reach a hook?
Better to slug than be stunned and give the survivor a second chance. Anyone with half a brain would do that.
Now, as a Plague main I do wish she could see infection timers. Or at the very least, that they will address her various bugs and issues please.
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Resident Evil all the way.
Killer: Nemesis
Survivor: Jill Valentine
Otherwise, I'm shocked Jason Voorhes isn't in the game yet but all these other licensed killers are of course, he IS awful similar to Trapper (Machete, mask). I'm not sure how they could make him original and also not just a basic M1 killer.
Pennywise would be interesting but not sure how that would work.
My personal idea that will never happen though: Ao Oni lol
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@TheClownIsKing said:
Hag!
With a burning, hateful passion, it’s Hag.
I absolutely despise her.
She’s vile and is long overdue for a rework/review.
I actually have to agree with this. A good hag with select perks to maximize her potential (Make your choice, Franklin's etc.) feels impossible to win against..
And then on the flipside I somehow don't have fun when I play AS her since usually I'm destroying the team I go up against and feel bad lol. All that being said I still love Hag as a character / her concept.
Now then, to answer OP:
1. Any of the following killers (In no particular order): Freddy, Spirit, Deathslinger, Twins, Leatherface, Doctor
2. Survivors who farm unhook you and you just get tunneled off hook without BT
3. Keys and moris (Especially keys rn)
4. Ruin + Undying but only when it becomes very clear that we aren't going to be able to get rid of it and the entire team starts to go down as it is usually a gg after a certain point. This can also include slowdown of any type stacked up to an extreme
5. Hook sabotage. The first time it happens in a match it just really jars you you know?
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One things for certain they need to get rid of his ungodly sound effects while vaulting.
Talk about an unnecessary, dead giveaway as to your actions mid-chase yikes
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I just hope that the aura reading aspect of keys will remain untouched because I really like that about them ;-;
Maybe buff broken key's aura read duration a little so it's more usable. I'd especially like it if they gave broken key a unique model so killers could tell you're bringing a broken key and not dull/skeleton to go for hatch.
But yeah bottom line I just want keys to not be broken or make killers unhappy before the match even starts lol
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So I guess the question is how do we have second chance perks done right so that they're not abusable by survivors?
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Okay but let's be real here, Twins are shaping up to be one of the most unfun killers to play against in the entire game due to their inherent nature of slugging, tunneling and camping two survivors at once.
All of those things are allowed though by behaviors' standards (Or lack thereof) and in defense of the Twins, if they don't employ all the dirty tactics they can they are an extremely weak killer.
As much as I wish they'd pull some power from Victor and put it into Charlotte I don't think that will EVER happen. Charlottes power is just being a standard killer / being able to husk camp a slugged or hooked survivor while you control Victor.
I doubt they'll rework them any time soon or ever. This is a problematic character they made and put into the game and now we all have to deal with it. Best I can say is bring anti-slug perks but killers want those all nerfed into oblivion and cry when you use them so Idk.
Constant cycle of complaints sort of thing. Tl;dr Twins will probably just be accepted as one of the most unfun to play against similar to Spirit but we should be thankful they aren't as powerful as Spirit lol and I'd be way more worried about them camping and or tunneling than slugging tbh
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Pop + Discordance / Surveillance / Oppression or literally anything else is better than Ruin + Undying imo.
Idk it depends on the killer. A killer with decent mobility and map pressure can make Ruin + Undying work and gain full value from it. Otherwise it might be better to use Pop + something else to help you in gen patrol / keeping control over an area (3 gen)
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Plague's power isn't Vile Purge or Corrupt Purge even.
It's forcing survivors to play broken and deprive you of using Corrupt Purge outside default pools lol
(This is why an Apple a day keeps the Corrupt Purge in play)
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1841322#Comment_1841322
Ah, ok! People would be quite upset bringing in an item that can't fulfill its primary purpose, though. Basically what Reverse said about about the Sacrifical Ward offering also (people can toxic switch to keys, it was a broken key all along, etc.).
No no, it's all good I feel what you guys are saying. Like I said I just can't wait for keys to get their rework so hopefully both mechanics are discouraged / can still be used on niche occasions.
This whole offering idea was just something that came to mind when I heard someone wishing for more offering items lol.
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Spirit's power isn't Yamaoka's Haunting (Phase), it's actually Stridor.
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@GoshJosh said:
"For killers they would get an offering that makes the hatch unable to be opened by keys (Keys could still be used however)."
https://us.v-cdn.net/6030815/uploads/5SXU4CTO8BFR/wat.jpg
Also, anything that permanently prevents a survivor from being mori'd in a match can't happen, as there is an achievement related to mori'ing all four survivors in one match.
For aura reading purposes. Sorry I didn't specify that LOL
You just couldn't open hatch with key.
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They seem to be forgetting Deathslinger and Plague both exist.
It's sad :(
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@supernoVa7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838631#Comment_1838631
I rarely use exhaustion perks, I might start adding Sprint Burst to my build. How is Detective’s Hunch a useful solo perk? I’m not disagreeing, I’m just genuinely asking since I don’t have that perk and want to know more if it’s worth getting and leveling up that survivor.
Detective's Hunch becomes absolutely amazing when paired with a Rainbow Map + Crystal Bead add-on as, you can reveal everything it shows you to your whole team. This can be multiplied even further with Deja Vu which allows you to show your teammates the generators they need to be wary of to not be 3-genned.
Otherwise Detective's Hunch on its own will help you find totems more easily if you're going to be the designated cleanser which isn't a bad idea in solo Q.
Anyways, my personal input is to be careful in not going too hyper altruistic with solo queue. You may end up putting yourself in more danger than intended and the people you save might leave you for dead without a second thought which feels terrible. Additionally, killers can very easily take advantage of altruism so you need to be careful. When it comes to support / strategies I like to tell people what I plan on running in the pre game lobby chat so that they know my game plan / perks and can bring their own stuff based on that. It also helps to tell the others that you're bringing Kindred since only one player really needs it and if all 4 bring it that's 3 wasted survivor perk slots.
Now, with all that said my personal favorites for solo queue are:
Kindred - Amazing information for entire team.
We'll Make It - The healing boost to teammates after unhooking is AMAZING and lasts for a very long time. It also refreshes after any unhook.
Spine Chill - A bit of a selfish perk but I use it with We'll Make It for safe unhooks and in some cases, to heal them right back up under the hook if the killer is far away. If Spine Chill lights up I usually still finish the heal and take a protection hit if need be.
Botany Knowledge / Self Care - I don't have a lot of very good perks still as I've only had the game a few months and the grind is painful but I tend to bring medkits, both to heal myself and others. These two perks help with their efficiency and I find that getting as many heals out of a medkit as possible is great as, if you ever heal teammate, healing them as fast as possible is the best thing you can do and medkits / botany knowledge helps with that.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/1838677#Comment_1838677
I'm consistently rank 1 and I still use whispers in most games. It's super strong if you learn how to use it well and extremely good in the early game.
Oh yay. I kinda see it as killers version of spine chill which I know is used at all ranks on survivors xD
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Survivor - Kindred and or Spine Chill
Killer - Whispers (I'm still new and trying to get better at finding survivors and whatnot so it helps me a lot lol)
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If they ever nerf it I would hope they'd improve other perks like it.
Premonition for example is just bad. No one would use Premonition over Spine Chill currently it's silly.
The issue I find with wanting to nerf Spine Chill's detection capabilities/give it a cooldown is that, if you make it last a few seconds and then go on a lengthy cooldown, the skill check and % boost to actions side of SC becomes mostly unusable in chases once it would be on cooldown which seems kind of sad (Rip window vault speed).
I think if anything the range of SC detection should be nerfed. Over all it is potentially a very powerful perk but mostly because it does many small, useful things that add up. It's still very easy for newbies to develop a reliance on it and make mistakes while using it however and so, I honestly don't think it is broken or in the same tier as DS.
Like I said I would love to see Premonition and other underused perks get some small buffs or QoL changes to make them more attractive and hopefully make people bring those instead of Spine Chill because let's be honest: if you nerf the crap out of Spine Chill and give it a lengthy cooldown, how is that any different from Premonition?
That's just stale
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I really hope keys will get to shine more as aura reading items than guaranteed hatch openers after their rework. I really like them for the aura reading and I just like the aesthetic of keys in general lol It's a shame they're so notorious.
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When a survivor breaks Retribution, are they notified that they've been revealed because of it?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1835945#Comment_1835945
Lullaby used to notify survivors the very first time they hit a skill check, failed or succeeded, instead of now only showing after at least 1 stack is earned, or if a skill check is failed, whatever comes first.
It also used to effect ANY skill check. So snap out it and jig saw boxes. Not fun.
Yikes that sounds oppressive af. And I thought modern skill check builds were nasty lol. Ty for explaining!
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As a Plague main, I feel this. Here's hoping him and Plague get some much needed love 2021