ukenicky
ukenicky
About
- Username
- ukenicky
- Joined
- Visits
- 478
- Last Active
Comments
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1835885#Comment_1835885
Thank you.
And yeah Oppression is definitely underrated. Too many killers see “cool down”, and then they immediately mentally switch off.
Huntress Lullaby is also still hugely underrated. Even with the nErFfff (let’s be honest, it was a very fair and needed change) it’s still an extremely powerful hex at 3+ stacks. It’s often completely overlooked how it greatly hinders healing as well, which means it’s a hex that can still have power IF the survivors still manage to finish repairs without finding and cleansing it, something that Ruin DOESN’T have after survivors complete repairs. To this day, i STILL get a fair portion of games whereby if I get 5 stacks on HL, and the survivors have trouble finding the totem, they sometimes just give up the next time I find them.
Yes! When Lullaby gets going I get scared lol. It's tough to work through. I don't know what the previous version of Lullaby was as I'm still pretty new to the game, how did it function?
And yeah, I get that cooldowns are much less attractive to killers as, time is always of the essence for them unlike survivors. Also there are certain cooldown perks that aren't good enough to warrant their long cooldown and vice versa. I really hope Behavior will look into buffing some old perks with that problem because while Ruin Undying is good and great for certain killers, more variety is always appreciated! It makes things more fresh for everyone and not everyone can necessarily get Ruin + Undying either. It's good to have options
-
You do you. Does dodging a lobby before it starts incur any kind of penalty?
I hope not but I'm genuinely wondering as I'm still a bit new to the game.
-
@TheClownIsKing said:
Just give it a try for a few matches. It’s a fun deviation from the usual meta that can work extraordinarily well.
I think we greatly overestimate the amount of survivors out there that actually never ever get caught out by Overcharge or Huntress Lullaby.
The key here is that any failed Overcharge skill check is an instant 21% regression (10% + Overcharge 5% + HL 6%). But the regular additional 6% from HL is still great for regular skill checks (healing or repairs) and the Oppression skill checks.
The beauty with Undying + HL, is that once around 3+ stacks are acquired it can make for a great strategy to mix in some slugging, in the hope that teammates screw up healing skillchecks as well. And even if stacks are reset due to Undying transferring the Hex to another totem, the additional 6% regression from failed skill checks remains in effect until HL is gone for good.
If you’re bored of your meta, but still want effective gen control that also extends to screwing with healing, just try it out for fun.
Ty for being a voice of reason around here.
I'm really tired of killers saying "ruin undying isn't that bad just do bones" and "my ruin undying gets cleansed SO FAST it's not that big of a deal just get better".
Pop + Oppression is a really great combo too. Fun fact, there are other gen regression perks aside from Ruin and they can potentially last forever unlike Ruin and sometimes they're even more fun.
Like, someone please tell me Pop isn't satisfying. You'd be lying if you told me that popping a gen that's almost complete isn't the most satisfying thing ever lol
And Oppression is severely underrated.
-
You know I just realized that a gen auto popping because of a DC might be very disorienting (And terrifying) to a killer so what if instead it just lowered the number required to open the exit gates down by 1 and everyone gets a juicy quitter bonus applied to all their bloodpoint categories?
The hatch is an issue I'm not sure how to touch with this as it could cause big issues.
-
What I will say is sometimes it pays (As killer) to bring perks that have value all match long. I know Ruin + Undying is meta rn but you pointed out it can be cleansed (Albeit it requires either one VERY dedicated survivor or a group to completely disable it).
As opposed to a perk like Pop Goes the Weasel which is powerful but requires manual activation and you'll get at least several uses out of over the course of the match and is very difficult to counter. There's actually a lot of amazing killer perks that are hard to counter and have high reward, they just require a little extra input on your behalf to get that value and those are my favorite kinds of perks because they reward good gameplay / encourage killers to get better.
Anyways, to entertain OP I will say Killer is potentially very weak against a very good 4 man swf but solo q? Most killers should be able to eat poor solo q survivors for breakfast, lunch and dinner unless you get like 4 solo q gods in one lobby. See, it's difficult because solo q is usually hell for survivors but 4 man swf is hell for killer so it goes both ways.
-
This feels like bait tbh.
-
They desperately need to fix Plague. Vomit clearly hitting survivors, them screaming from it but not getting infected is a huge deal. She has bugs that need fixing ASAP.
Not only that but her blood point system is wack. It's very difficult to do well as her by the games ranking standards. Compare her to Legion in this regard. Legion has a fantastic design / blood point system and it's usually not an issue for Legion to do well in that aspect.
If she didn't have any of these issues I think she's solid A or B tier as a snowball killer. Her consistency comes from keeping survivors broken and unable to heal / susceptible to OHKOs which is still fantastic, especially against a hyper altruistic team that wanted to heal a lot. But yeah, I get it in her current state especially she's awful. She has one of, if not the lowest pick rates for a reason and it's really sad as she's my favorite / first killer I ever tried. Hoping she gets her bugs worked on along with the Freddy and Clown rework but I'm not too hopeful. IF she gets the attention she needs it'll probably be well after Clown.
Again, if
-
People seriously sleep on Calm Spirit. I know it's mostly useful against Doctor and that's a niche but it also counters a handful of perks, namely Infectious Fright which is actually a powerhouse perk on snowball killers.
And friendly reminder, Doctor isn't the only killer capable of making people scream. I know it's not AS useful but not screaming to Hag traps, Clown bottles, Freddy snares and more can be useful in their own ways of you break line of sight and are truly going for the stealth playstyle.
-
I wish the quitter bonus was more significant. It would be a small way to help with the bloodpoint grind issue (We need a lot more than that though) but also it might discourage survivors more from DCing as, I know petty ones who DC usually do so to spite the killer. Additionally this could help the remaining survivors with their bloodpoints as, stated in posts above mine it's almost impossible to come back from someone DCing at the start of the match / first minute let alone try to maximize bloodpoint gain in any way shape or form if the killer shows no mercy.
Personally when I'm killer and someone DCs I turn it into a bit of a farming game as consolation for the survivors. Solo Q is hard enough for survivor as is.
-
My advice to this is try running Pop Goes the Weasel or Hex: Devour Hope. Or any perk really that rewards you for hooking survivors but namely Pop.
Pop gives you SO much value off hooks it's silly and I really wish there were more perks like it in the game as it actually gives you incentive to hook survivors. Also you'll get repeated value out of it all match long unlike Ruin which can be dispelled early.
As for the other things you mentioned.. These are Survivors ways of counterplay.
Borrowed Time is a perk made to help save people on hook from being tunneled.
Deliverance is high risk high reward. If they get hooked first it's a wasted perk slot. Otherwise yeah, unhooking yourself is strong but it has a prerequisite.
We'll Make It. Really? It's a huge healing buff for other survivors but it's not.. Game breaking for killer lol. Altruism is very easy to abuse as killer and We'll Make It feels very tame in comparison to other perks you've mentioned.
And DS I won't talk about mostly because I don't have it and can't use it but I hope one day it works as an anti tunnel perk and less as an abused perk for invincibility by survivors.
Anyways, bottom line I just don't understand I guess, why you have a problem with many of these things when it requires survivors sacrificing perk slots to use them and when there are ways to counter and punish players for using them (I won't speak for DS, again).
-
Maybe the upcoming key changes will shift some stuff in regards to hatch escapes.
Otherwise I think we're at the mercy of whatever new perks come out and their potential synergy with other, existing perks eg. Undying.
-
If exhausted = hindered there wouldn't be much point to using them. Most killers are already faster than survivors so this would make exhaustion perks catch survivors almost always after their use? That just sounds awful. Considering how long exhaustion lasts that is.
Key changes are on the way and hopefully will tame them down. They should be more about aura reading addons than allowing an entire team to escape hatch.
-
@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835093#Comment_1835093
Sadly, not a bait post. Tested it quite a bit with different okay strats, and camping gets the most use out of it, though only for two kills or so, with any sort of efficiency while maintaining pressure, at least by what I've found so far.
I see. How would you feel if you had the same done to you as a survivor?
Just curious, genuinely. I see the point you're trying to make though.
-
@UnicornImperium said:
Nevermind. I watched a video on tunneling. I feel that would: 1. Be super boring. 2. Be a stream sniper tactic.
Sorry! I left that out lol but yeah tunneling is where you just kill the same person right off hook and try to get them out of the match as fast as possible, mostly to create a better advantage for you (1 v 3).
The reason I think it's awful is because 1. That poor survivor and 2. It's basically the killer equivalent of gen rushing.
Anyways, bottom line play how you want to play. Don't let anyone tell you that you are supposed to give hatch to the last survivor (Although that is a very sweet thing to do). You're the killer so kill! Like I said, sometimes unintentional tunneling happens if there's more than one of a certain character or the injured person gets blocked by their teammate (Sandbagged).
In cases where I accidentally down the same survivor I'll just leave them slugged and go after the other person and give the other survivors time to come pick up the slug but then it's a whole slugging issue. It's hard as killer lol more often than not everything you do may be construed as unfun because you're trying to kill the survivors but don't worry too much.
If you press the little chat bubble button next to the end game chat bar it will minimize the chat! I do this a lot to avoid negative comments when I feel like they'll be coming lol
If they do get nasty, just remember you can and should report people for grossly toxic behavior/threats. There's no reason for that kind of behavior in a game lol. If they just complain and are upset I write it off bcuz I've been there and I know how it can feel if you didn't have fun sometimes and maybe they're just venting. So long as they aren't waging personal attacks I see no reason to feel bad tbh.
-
Here's the problem: flashlights are mega high risk = high reward items. Of ALL the items a survivor can bring, a flashlight is honestly a pretty bad idea if they don't know how to use it. Will it come in handy against Wraith and or Hag? Yes but those are very niche and not always applicable.
A survivor bringing a flashlight is a survivor that could have brought a medkit, a toolbox, a map or a key. Literally every other item is more consistent than a flashlight and so, if someone brings a flashlight they're playing a risky game imo.
Now, while I don't dislike your idea (I think it's rather interesting) it doesn't feel like it would be very fair to the survivor who pulls it off because what if you're already close to a hook, and you hook the person you're carrying through the blind? Idk that seems sad. A flashlight save is one of the only possibly solid ways to save someone on their final hook and if you removed the flashlight stun / save it could make that even harder. And what of any and all current achievements / challenges involving flashlight saves (If there are any, forgive me I'm still somewhat new to the game)?
Also I would like to say there are other ways of countering flashlights than just Lightborn. Infectious Fright is my favorite as, when you down the survivor, any other survivors lingering around the area (Your terror radius) will scream and that's usually a big flag that they were hiding to flashlight save. Leave the survivor slugged and go scare off the other survivor(s) who screamed and bam.
I feel your pain because it feels awful to be flashlight stunned but without it, flashlights are almost 100% useless and as a proponent of both sides, I can't support the idea to remove the stun.
-
They desperately need to fix Plague. Her power is very buggy and her bloodpoint system seems like it just doesn't work properly, it's very hard to pip up with her even when you've done well. Compare her to Legion, who it's very easy to score points in all categories on. I'm not saying Legion is a problem but that Plague's bloodpoint system is.
Dedicated servers hurt her a lot. When vomit hits survivors and they scream but don't get infected THAT'S a problem and nothing has been done about it for months now. As much as I really want her to get some big extra power / rework I think she's actually quite fine as is it's just the bugs that ruin her. If anything I really wish she would always puke in a straight line and you could control it by moving your camera yourself. The randomness of vomit sometimes just makes it even harder to hit people with it which is sad. Idk they need to 100% work on her next after Freddy and Clown. I'm upset they aren't helping her already since she's buggy and the other two aren't but it's whatever. I guess they don't care about the lowest pick rate killer lol
Anyways, aside from that I think Pig really needs her add-ons looked at. Almost all of them are really meh. I don't think they should be broken or anything but literally the skill check add-ons are useless.
-
The only things I can think of:
1. Hardcore camping is frowned upon as, without BT it's not always possible to save a hooked survivor and protect them from being tunneled.
2. Tunneling as mentioned above, feels awful. I get it though sometimes it just happens, especially when there are more than one of the same character or they look similar.
3. Slugging is also frowned upon but I feel like it's so commonplace nowadays that survivors need to get used to it and bring any one of the plethora of perks that can counter it (This is coming from someone who plays survivor way more than killer). That being said, it does feel awful when a killer attempts to slug all four survivors but imo that's a high risk high reward move bcuz of unbreakable + other perks.
All of these are, unfortunately valid tactics and you can't be in trouble for ever using them. If anything survivors will just be really unhappy. Like I myself, it feels really bad when I get camped on my first hook and then tunneled immediately off it when my friends save me, and then hooked again and camped like, it's just hook simulator 9000 and at that point, my friends or solo q survivors with any brain cells + kindred will just give up on me and work on gens. Also hidden 4th:
4. Hitting hooked survivors
This is just gross behavior, don't do it.
Now moving on to survivor things:
1. Tbagging, literally no reason to do this ever unless you want the killers attention like a tank using provoke I guess and 9/10 times it isn't used this way lol. Much like killers hitting hooked survivors, this is just gross behavior.
2. Flashlight clicky clicky, personally I don't see how this is toxic but a lot of killers hate it. I even see some killers who say: "bringing a flashlight at all is toxic" which I find funny since there are literally so many ways to counter flashlights and imo flashlight is a VERY high risk high reward item as opposed to something like medkit. Alas, I digress.
3. Legitimate gen rushing, the kind where survivors refuse to help their hooked survivors and only work on gens (Of course, exceptions can be made if the hooked survivor is being face camped and subjected to tunneling etc).
4. Chaining stun perks for fun and not doing objectives. Basically when two or more survivors play with the killer instead of going gens which is extremely unfun for the killer and technically holds the game hostage. Very bad behavior.
I might be missing some but those are the main things I can think of off the top of my head. The killer ones are unfortunately things that can't be helped, they happen naturally sometimes and it takes a lot of self control to not do some of them lol so expecting ALL killers not to do each of them a little bit is asking a lot imo.
Survivor on the other hand, there's no reason to do any of those things and yet, so many do. I don't get it personally.
-
@TransverseCaster said:
After years of playing I've switched to Freddy and I've finally hit rank 2, yet I still suck and get beat hard. When that happens I go to the corner of the map and wait for the survivors to just open the gate and leave. But they don't. They follow me to the corner and just stand behind me for five minutes.
If you do this please stop. Just end it. It's already over. Two hooks by the end game with no kills isn't a fun game for me and I'm ready to do something else.
If I wait it's usually at the Exit Gates and I only do it if fellow survivors are there with me and we want to heal up for more blood points and let the killer hit us on the way out to give them more blood points as well.
Of course if the killer takes like, 30-60 seconds and doesn't come around we just leave.
When I play killer, I hate it when survivors act like they're going to let you get a hit at the exit gate but tbag and deadhard out and then call you slurs in the end game chat for seemingly no reason.
Like, I definitely feel you there's toxicity out there but the best you can do is never give up and force them out if you don't want any time wasted. I'm more surprised that they'd come all the way back in to find you tbh. Also can't killers open exit gate after all gens are powered? But yeah, survivors wanna be chased! As killer our job is to put on a show to the very end, any time I play killer I'm not the best by any means but I try my best until the last second and even when I'm being nice to survivors, I try to scare them witless and make them uncomfortable bcuz to me, scaring people and making dbd feel like a horror game is what playing killer is all about.
-
This feels like a bait post. At first I was concerned that the mori nerf would make tunneling more prevalent (And it might still though) but it doesn't really seem to. The rare times killers bring ebony moris these days they usually play like normal and if anything, late game take their moris against certain survivors as consolation prizes when the time comes. Think like how Rancor works.
Of course, all that being said if someone wants to be really awful they can camp their hooked survivor and tunnel them down again (Really sad if they don't have BT) and hook again and wait etc but honestly any team with brain cells and kindred will just gen rush to counteract this kind of toxic camping and tunneling behavior.
So I really hope people don't do this because it's not even going to make you a better killer and it's just ruining specifically one persons day and if you really hate survivors that much I think you need to chill.
-
I feel like the main reason people are quick to say she's a no skill killer is because she's horribly oppressive if the spirit player is good / running stridor as that makes even iron will moot.
And when people don't like something that's oppressive they complain about it.
Also spirit has this whole syndrome during loops where it's like "ooh she's the best at mind games!" Actually no, survivors just have to guess so it isn't really a mind game so much as it is a guessing game every chase which isn't exactly fair to survivors and this sucks because I'm not sure how they can ever balance her to be more fair without crippling her power.
-
Glimmers of Hope (Survivor)
Unlocks potential in one's Aura-reading ability.
While you are in the dying state, all Survivor Auras are revealed to all Survivors.
If the Killer is within a range of 8/12/16 metres, their Aura is also revealed to all Survivors.
While any other Survivor is in the dying state, all Survivor Auras are revealed to you.
If the Killer is within a range of 8/12/16 metres, their Aura is also revealed to you.
Basically Kindred but for downed survivors. This might actually be a bit too much vision at all times but I feel like it would help to discourage mass slugging.
Intuition (Survivor)
Unlocks potential in one's Aura-reading ability.
When the killer is within 8/10/12 metres of a Generator their Aura is revealed to you for 3/4/5 seconds.
An idea inspired by Alert. I really like perks that show you the killers aura but I know Killer mains don't like this as much. If this effect is too powerful and generous, maybe tie it to limited to tokens like Distortion or decrease the range to 2/4/6 meters.
Die for Me! (Killer)
You become obsessed with one Survivor.
Over the course of the match, when the Obsession performs certain actions, Die for Me! receives a token.
1 Token: the obsession's aura is revealed to you for 4/5/6 seconds.
2 Tokens: the obsession will yell and reveal their current location to the Killer for 4/5/6 seconds.
3 Tokens: the Killer can kill the Obsession.
You can only be obsessed with one Survivor at a time.
If you kill the obsession, Die for Me! remains active and can be transferred to a new obsession (Decisive Strike) but has its tokens reset to 0.
Actions that generate tokens: completing generators, cleansing hex totems, opening exit gates, unhooking other survivors, stunning the killer (Pallet and flashlight stuns) possibly more.
A very complex idea I had, I would like to see more perks like this that have moris baked in especially now that moris have been nerfed. I've always been a fan of Rancor and Devour Hope. It's more fun working towards being able to kill a survivor. This isn't a tunneling perk either, rather it surprises and scares the Obsession once they've generated two tokens by giving them the warning scream and lets them know that one more token will result in them being killable lol.
Hex: Memento Mori
Two trapped Hex Totems will spawn in the Trial.
When one of the two trapped Hex Totems is cleansed by a Survivor they 1. become the obsession and 2. will be cursed and can be killed by the killer.
The remaining trapped Hex Totem
immediately becomes a Dull Totem.
Another mori idea, this one inspired by Haunted Grounds. The idea is to punish one Survivor for cleansing Hex Totems. I think this would be a lot more fun to play alongside Ruin than Undying. Or Undying + this to possibly Mori more than one survivor. Whatever the case, I feel like a new Hex with old Mori strength in it would be a neat way to recycle the old brokenness of moris but in a more balanced way.
-
I like everyone's ideas on either slowing him while placing a snare or making him stop completely to place them down (Probably the former).
The main change I'd like to see is one of the following:
Make it harder for survivors to automatically fall asleep and add other ways of waking up, for example I think completing a generator should wake you up as they make a loud sound and flashing light.
OR move Oblivious to being an add-on. The fact that all survivors get forced into Obliviousness automatically is rough and then it makes hook saves virtually impossible as he can bypass Borrowed Time which is really painful to watch.
I know people are going to say "Well just wake up before going for the save 4head" if he hits you while you're going for that save, he puts you to sleep sooo
-
Please, enlighten us with the counterplay to Spirit I'd love to hear that
-
@Healthore77992 said:
Killers were and are still dealing with survivor BS perks with no counter for YEARS, now when killers finally get strong combo, which let's not forget can be destroyed in FIRST MINUTE OF THR GAME, let's also not forget that killer must apply pressure in order it to work, survivors are crying like there is no tommorow, pathetic really..
I've never seen all 5 totems get cleansed in the first minute of the match but go off.
-
Serious question: does anyone accuse killers of hook rushing when they start downing survivors left and right?
I've said it before and I'll say it again idk what's so bad about survivors focusing on generators as it is their main objective just like killing/hooking survivors is killers. Let me break it down some, as I've seen above some people say that "it becomes gen rushing when" ..
When survivors run toolboxes maybe it's for a challenge or maybe they just want to run a toolbox because it's an option available to them? Resilience may give them more progress speed but at noticeable disadvantages such as bleeding, grunting and dying in one hit. All that being said if someone wants to run Resilience + Spine Chill and live on the edge that's their choice to.
When survivors refuse to leave a gen to do side objectives such as totems or heal.. Seriously? Sometimes it's better to stick to the gen if you're safe to and finish it then heal after. Why would I leave a generator I've been working on to go search for Ruin/Undying as now the gen will begin regressing fast?
There are situations where it's completely justifiable to commit to the gen just like there are situations where it's right for killer to commit to certain chases and I never see anyone compare these and it bothers me.
The last point I'll make is I just don't get it when I'm watching killer gameplay and one singular gen pops and they start saying like "ahhh, gen rushers" like?? I understand when several pop quickly in succession but I seriously think killers just get way too upset sometimes when even one generator gets done and I GET IT it's anxiety inducing as a killer since that means they're closer to getting out but I beg you to please understand that in most scenarios, survivors are probably just doing the objectives they know to do and it really isn't that much more deep like myself personally.
I'm not good at looping killer because I'm still really new to this game so I try to be that person that's always in the background hiding and working on gens and the only time I come out is to unhook and help heal my teammates. Specifically I use deja vu to try and keep the team from being 3-genned. Does that make me a nasty gen rushing player? If playing smart is wrong then idk, maybe it's time to find a different game or play more killer bcuz I swear people just hate survivors so much sometimes it's weird and very alienating to new players.
-
Personally I hope they touch up on Plague before Legion. She's incredibly buggy and her bloodpoint system is not functioning properly. It really shouldn't take a rework of any sort to fix her problems so hopefully they can address her issues along with Legion but I have to point out that statistically Legion is doing better and has higher pick rates while poor Plague is at the bottom of the bin.
I think after Clown's makeover we'll definitely see more low tier / low pick rate killers get changes though
-
The only survivor I don't really care much for is Steve bcuz I don't like any of the sounds he makes.
-
Survivor: I try to sneak and blend(ette) to lose the killer as I'm awful at being chased and trying to loop killers. Killers usually pick up on me being the weak link and tunnel me out quickly if they're meanie so this is often bad lol.
Now all that being said I am also very altruistic. I'm usually the first to go for safe unhookings with Kindred + We'll Make It to heal up allies and take protection hits for them. But I'm most comfortable when I'm doing anything other than being chased.
Killer: I'm a nice killer but I will try to get all the survivors usually. If I absolutely murder survivors I take pity on them and let them farm up / escape or give hatch to the last Player alive.
When survivors are disrespectful I just say gg and report them if their behavior goes into actual harassment and or cheating which thankfully is rare lately.
I get way more toxic killers than I do survivors so I try to be a nice killer lol
By nice I just mean I play killer without making everyone die as fast as possible or unfun etc. I have the most fun when I know I scared the crap out of a survivor moreso than kill them lol
-
I think the sad thing is that to implement these changes, surely it wouldn't take that much effort. These sound like small changes.
I really hope they address her soon as well, seeing as she has the lowest pick rate among the killers.
-
I love this idea.
Also to answer OP, I'd like to see survivors get a new item and killers get a new offering. I'm unsure of what though.
-
@Cristia1V0 said:
Mine would be an offering (very rare) where it was possible to kill the killer and beat them at theyre own game and have them dead by daylight instead of the other way around (it would be very difficult to pull off because there would be skill checks that are hard to perform)
You mean Decisive Strike?
-
Dead hard without its invuln? You might as well use sprint burst at that point.
-
My least favorite thing is when a killer picks me up and drops me near the hatch and nods yes up and down so I start to crawl towards it then they pick me up again and drop me away from it and keep toying with me until the close the hatch.
And then they let end game collapse kill me. Or sometimes they hook me and hit me on hook if they're smart for more sacrifice blood points.
I don't get these kinds of people because it's purely disrespectful and a waste of time and I don't do anything even remotely douchey as a survivor aside from work on gens (Some killers find this a heinous offense).
I'm not expecting hatch to be given to me by any means but I'm also not expecting to have my time wasted by someone who seems to have a power complex lol.
-
I actually like this idea.
If we don't get something like this I at least hope they change the way cleansing a totem works so that the progress rapidly regresses rather than going STRAIGHT to 0 the second you let go of it.
If a killer is camping and protecting their hex totem (I'm not bashing the act of doing that if you wanna do that you're valid) it's next to impossible to fully cleanse a totem. My idea is a bit more fair but I do love this idea of using the kick animation to instantly pop a totem. It could really help with noed in end game or just in general, to dispel a hex totem quickly. As long as it has a decent prerequisite I don't see why it would be so bad since they still need to find the lit totem and charge the ability to use the kick.
In general I want to see more totem cleansing related perks for survivors though so yeah I like these kinds of ideas.
-
I'd rather they help fix Plague's issues before getting a new skin any time soon.
Or both, actually it'd be cool if we got both.
It's difficult because she's honestly not AWFUL but she's not the best killer either. Her power makes medkits and healing completely obsolete which is an interesting niche and her teachable perks are amazing.
But I digress, as much as I'd like to discuss Plague changes this is not the place for that. I will simply agree with you in that I'd really like to see a new, original Plague skin sometime soon.
-
@coppersly said:
Do you think there will come a day when you boot up DbD and don't face a toxic squad within 2 games? Where you might actually want to play it for more than 5 minutes a month?
I seriously doubt it.
I play survivor either solo queue or I play with friends and 9/10 times get mean killers. I'm talking the kind who hit you on hook and delay the end as much as possible by acting like they'll let you go only to torture you basically and either let end game collapse kill you or kill you their self last second and then be even more mean in end game chat.
And when I play killer if I go up against SWFs they're usually cheeky but not TOO bad in terms of toxicity. This is probably bcuz I'm not high rank killer and I know the mega sweat squads are higher rank but for the most part I have fairish matches as Killer and usually give the last person hatch if I murdered their team lol and everyone is nice end game chat.
I find it a lot easier to have fun as killer because when the killer messes around everyone suddenly lightens up and we all have a laugh, like when you boop the pig snoot and suddenly it's a meme match.
Anyways to answer the OP question I think so but there's always going to be toxic people. All I can say is that, it all starts with all of us individually. Don't be one of the toxic ones.
Idk how people can be toxic without any reason whatsoever
-
I think it has insane potential when you spell it out this way because the regression on said gen is in fact halted.
It's a very good counter to Pop as well because the Killer will just not be able to kick the gen with their Pop proc unless they wait it out lol.
-
I just want to be able to use keys for aura reading more idc about escaping through hatch.
I like the idea of greatly increasing Broken and Dull Key's Aura Read duration and making it so that only Skeleton Key can open the hatch and then whatever Behavior's plan is to nerf hatch.
I just want aura read keys without being called every name in the book lol.
-
It's called pallet camping and honestly it's a bad habit imo.
More often than not it will result in the survivor taking a hit even if they stun the killer with said pallet lol.
It's seriously not a great habit to be in, pallets aren't always 100% safe and sometimes they can be janky when you try to drop them and whatnot. I've been betrayed many a time by pallet-kun.
-
I feel if they ever make changes to gen speed it should be making gens slightly longer to do.
Regression is a fickle thing. Ruin is insanely strong, having that be base kit would just feel awful. My main issue with buffing base regression speed is that if a killer pressures survivors off a gen well enough then the base regression should be enough, factor in gen regression perks which almost every killer runs, be it Pop or Ruin (Or even Oppression which everyone is sleeping on) and regression shouldn't be an issue. Remember, all a survivor has to do to halt regression is tap the gen. Increasing the overall amount of time required to complete a gen is a much more solid change that would help all killers in the struggle of "time" wars.
-
@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813909#Comment_1813909
Show me one game of someone using keys to bm.
Have you not noticed that toxic/good survivors don't run keys? Because they'd much rather enjoy tbagging and messing around with the killer than leaving the game early.
I can't remember the last time I saw a survivor chuck on a key that wasn't for a challenge. Almost everytime a survivor runs a key in one of my games, they tell me how bad they feel in endgame and that it was for a challenge. I don't see nearly as many killers saying "sorry for the mori".
This. This right here.
Anyways, I really hope they change keys so that their interaction with the hatch is made more fair and that Broken Key can be made to be a usable aura reading item (In its current state it's the most useless item in the game).
I really like the idea of Keys and aura reading but I am scared to use them because killers hate them so much like i can literally go into a match with plunderers (I'm relatively new to the game so I have no meta perks lol) and get a Dull or Skeleton Key from chest and killers will flame me in end game chat for having a key.
I'm just like sorry the game gave me one from a chest lol like I'm so sick of killers calling you toxic just for having a key or flashlight that you happen to find from chests. I'd much rather have gotten a medkit tyvm lol
Like I really just don't get it. I play killer and survivor about 50/50 and when I play killer I rarely run into keys and when I do they usually don't get out via hatch using it so I don't see what the big deal is. And yeah I hear OPs point about SWF groups abusing a key to get everyone out early but like, they still have to get all those gens done to spawn the hatch.
With the old ebony mori you could just murder everyone after their first hook which is way more jarring than hatch spawning, players having to find it and then open it and all escape together.
Idk, I'm sure many killers have had bad experiences where they get trolled by key parties and all I can say is I'm with you in hoping that they change keys so that that can't happen anymore but I don't want Keys themselves to be rendered useless items. They're a really neat item with the aura read add ons and I like keys lol I just want them to be balanced and not hated on, honestly how I feel about moris now that ebony isn't broken anymore like rn if a killer brings ebony mori I don't worry now unlike before where it was like okay I'm probably going to be robbed of like 75% of the match, what fun lol.
-
A lot of survivors give up when they see Ruin or get downed instantly.
The only time I really give up is if the killer is tunneling me because I actually have no choice but to die and I don't want my teammates to risk their lives saving me if I'm being camped.
Thankfully, with the mori nerf I don't give up because of that anymore because that was another thing that would make me (And many others) just straight up leave match.
-
I'd like to see the base number of tokens increased to 5 or, a way to replenish tokens such as staying in the killers terror radius (Like charging up Diversion).
I don't see anything wrong with wanting weaker perks changed to be a bit better. This applies for both survivor and killer perks. There are so many killer perks I wish were better.
Why else do you think people run the same, strong meta perks every match on both sides? If weaker perks got more love it would encourage running more diversity amongst our builds.
-
Much like keys popping up much more, I'll hazard a guess it has to do with the fact that they're looking on changing Freddy and keys soon.
So naturally, everyone will play Freddy and use keys while they're still strong.
I do hope they won't butcher Freddy but, make some changes that make sense.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1810233#Comment_1810233
The respawn rate doesn’t matter if survivors can always side step him.
I understand and maybe this is a console issue but personally on PC I find it next to impossible to simply side step Victor. Like if a player just steadies their aim and waits for the survivor to mess up it's almost guaranteed that you'll land the pounce at least it feels that way.
Now all that being said I do want Twins to be good but I also want them to be fun to play against and feeling like you have no chance at avoiding Victor doesn't seem very fun lol I'm trying to feel both sides here so sorry if I show sympathy for Survivors.
Bottom line I think Twins absolutely need tweaking and Bhvr might be waiting to collect more data on it before making changes.
-
Resilience pairs quite nicely with Iron Will. I'm personally a big fan of stacking Resilience + Spine Chill.
-
I've noticed really good players will actually just hold their aim still with Victor and wait for the survivor to move back and forth INTO their pounce.
I find it next to impossible to reliably escape Victor as a survivor unless the killer messes up big time with the pounce. Usually if the latter is the case, Victor is flung so far that I can't get to him in time to crush him so he can just try again (And I've run right up to him making for an easy pounce lol).
Also let's be real, Victor comes back quite fast even after being crushed. Yes if he gets crushed it's a major blow to the killer player but I think this downtime on Victor is exaggerated a bit at times when the cooldown really is quite forgiving.
-
I'd rather not see moris ever became base kit like this. Even like this, it may not seem that bad but it does make decisive strike useless.
And yeah, I know killers hate DS (Myself included) but DS is supposed to be an escape option in desperate measures. A killer having base kit mori that could potentially make that entire perk slot a survivor brought obsolete would feel bad (I'm trying to feel both sides here) and be unfair.
Personally what I really want to see are more perks like Rancor and Devour Hope that give the potential to mori. I'm actually shocked we haven't gotten any new ones. My only guess is that they're probably very scared to add perks that can enable moris since that might be scary to balance but I mean.. Rancor and Devour Hope are perfectly fine in their current state.
-
These feel like overkill but I agree each of the perks needs some kind of buff.
I also agree idk why they thought to nerf Coup De Grace when it's already a very niche perk.
Oppression I wish just had a shorter cooldown. I really like the idea of it it's an active gen regression perk kind of like Pop but with the potential to affect 3 gens it feels almost like a Ruin you do yourself which is really interesting. The problem is, Twins are just better off running Ruin + Undying (It's oppresively strong on them, no pun intended).
-
If one really sticks out to you I say go with that one. That's what I did with plague even though she's difficult and I'm not the best, I really have the most fun when I'm playing her (Or Hag).
But my honest answer is much like everyone above's:
Pyramid Head is very solid and incredibly powerful once you get the hang of him (He's kinda hard at first). His perks aren't the best but they're really fun.
Oni is powerful but he's a snowball killer. Sometimes you can't always snowball but that being said he has great potential. His perks are kind of boring tbh but Nemesis can be comboed with things like Play With Your Food for really interesting strategies.
Clown is one of the worst killers but he's actually pretty fun. A good Clown is terrifying in chase as his power is designed to be anti-looping. Also he has pop goes the weasel which is an insanely good gen regression perk but that's also in the shrine right now (Highly recommend nabbing it).
Also Clown is being reworked sometime soon hopefully and he might end up much better than he is right now. All things to consider