whispersenthusiast
whispersenthusiast
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- whispersenthusiast
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Stridor never should've been nerfed in the first place.
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It doesn't need nerfing, the other survivors just need to punish the killer by doing gens so the game is over. Is it fun? No. But anything you add to the game to make camping less effective will just make swf even stronger. People asked for slower hook progress if the killer was close to the hook, but they made that into a perk instead because it could be easily abused otherwise.
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Yeah, matchmaking has the potential of killing this game if I'm being honest. I can count on one hand the amount of games with good matchmaking I get in a night - and I'm a red rank killer. It's rarely 4 red rank survivors, usually purple or green. Not fun for either side.
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How do 3 of you get baited to get downed at a hook? Lol... Just do a gen until they have fully recovered and heal them, take a hit, run off in two different directions. Boom.
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@GoodBoyKaru said:
I saw this post and decided to prove you wrong.
https://us.v-cdn.net/6030815/uploads/U8V2UC3LFPDC/image.png
We are still going strong.
I recognize that name, didn’t you go up against a streamer playing the pig on the game and you pre-dropped every pallet instead of actually looping? Lol. You were playing as nurse Lisa
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/2129668#Comment_2129668
It literally is a participation award -- the only thing you have to do to make progress is play.
I also don't think its primary purpose is to encourage people to play more. I think the primary purpose is to get $10 from people on a semi-regular schedule, with the idea that most of them won't play enough to earn the whole $10 back, and/or they'll pay to advance through the tiers because they really want one of the rewards.
However, if it were easier for me to complete the rift, I'd be more likely to drop $10 in, personally, and then spend the cash-back on another skin. So, they're missing out on money from people like me by making it so tedious, but they may be making more money over all. IDK.
It isn't a participation award because you need to sink a lot of time and effort into completing the rift, but if we make it so people who play 5h per week, tops, also get rewarded then what's the point?
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Just play osu lol
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I think this is a very interesting topic. I think it could maybe come down to the fact that gameplay differs very little from game to game for survivors, and they have so many perks that do similar things that getting dependent on a few isn't as punishing as it may be for killers? That, and they can't really have a perk taken away from them either.
Like, if Iron Will gets nerfed then we still have Off the record and self preservation. Not as good, obviously, but there's still an option for them. If Dead Hard gets nerfed, you have several other exhaustions perks (and frankly, Sprint burst is just better than DH to begin with). If self care gets nerfed, you have Inner Strength, Second Wind, Solidarity, aura reading perks that help you find others so they can heal you, medkits... And so on. Also none of these perks can be disabled by a killer either.
Meanwhile, a killer who runs corrupt, ruin, undying, pop can find themselves running one perk towards the middle/end of the game and the quality of their games may vary wildly depending on how long ruin stays up in particular. The games where they get lucky with RNG will usually be able to help them climb and offset the games where they lose these perks immediately and struggle to stay on top of survivors because they haven't learned how to properly punish survivors, how to run tiles, how to pressure gens (which doesn't necessarily mean kicking a gen or defending it). So it makes more sense to tell a killer to learn the basics and the fundamentals of the game, maybe run one slowdown perk, and find other perks that don't immediately effect gens so they can improve their skill and get consistent without bandaid fixes.
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The idea of a battle pass is to reward dedicated players, and get more casual players to spend more time playing. It's not supposed to be a participation award where you play 5 hours per week and get the same reward as someone who plays 5 hours daily.
They're already making changes to the archives so you get more fragments for completing a web, and the rift is gonna require less XP for one fragment. This is to make it more casual friendly. In addition to that, you're also able to purchase the old rift cosmetics later down the road too so you technically don't miss out on anything but charms.
That being said, it'd be nice if they added more stuff to the free track - but not auric cells. Getting like 4500 shards for a completed free track would be a nice gesture. That way you could buy a green rarity cosmetic in the store, or you'd be halfway to buying a non-licensed survivor/killer or a purple rarity cosmetic.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2129618#Comment_2129618
I think by giving these buffs to him (including the speed boost ability) he would be a C-tier killer which is still a really good thing. And yeah, I'm hoping for Trapper to become and stay balanced.
Also, with the upcoming Small Game/OoO changes, he's gonna get indirectly buffed too. I know these perks haven't been meta or anything, but they still make his power obsolete when a survivor does run them. It'll be nice not having to load into a game with an OoO in a SWF who calls out your location the whole game (even though SWF still cripples him).
I do wonder if he'd get the Demogorgon treatment with some number and addon adjustments, or if they'll give him a bigger ~rework like Bubba/Billy/Freddy.
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@glitchboi said:
I really like the idea of giving him a speed boost whenever someone gets trapped. Would make his chase power WAY better and it'd allow him to get to survivors and worry less about them getting out of a trap. Scott Jund had this in his Trapper rework idea I think.
It won't make him A-tier but it could make him B+ at best. Also, I'm thinking about Logwood Dye being base-kit. It's not even that good of an add-on, but it would help his traps be a bit less visible considering that these newer maps have given Trapper a rougher time recently. However, nerf Tar Bottle to work like usual, y'know? Oh and Trapper Sack to his base-kit obviously. Or bag.
I actually love the speed boost idea, very clever.
My ideas would be:
1) Trapper Sack baseline
2) Traps have to spawn X meters from the edge of the map
3) Logwood Dye baseline
4) Increase baseline setting speed somewhat and nerf the addons (giving him the Rat Liver/Combat Straps treatment)
5) Make Tar Bottle yellow rarity, and make the green addon more dynamic. Maybe every map is "color coded" and whichever one you go to decides if the traps are dark/medium/light?
I think this would be a good start. Trapper desperately needs some love in the addon department especially, he's very much like old Wraith where you're more or less forced to run a certain set of addons to be competitive. I will say though, as a Trapper main, that I don't really want him to be A-tier... I play survivor as well and it can be very oppressive to play against him if he's good. Buffing him too much will make it so even average players can pick him and do really well, and we don't want another Spirit situation on our hands.
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I don’t think you should be slugging long enough to completely lose a survivor without risking the consequences for it.
If they just manage to fix the sounds then you won’t need built in DS
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Badham 1-42 and Midwich
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You simply do not play without whispers
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If you wanna be selfish then be selfish but don’t act like a face camped survivor is useless, they’re actually a huge asset to their team... but if you’re not a team player you won’t understand that
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2119366#Comment_2119366
If a killer is face camping the survivor then the camped survivor is useless he wont provide so i see no point in staying
if he’s face camping that buys your team enough time to do 3+ gens. So no it’s not useless to stay hooked/struggle.
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@Crowman said:
The green one got changed to 5 seconds of exhaustion which is actually a fair value.
Yeah, there's actually potential to recover it in a chase now, very nice change.
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@YOURFRIEND said:
My problem with detective's hunch is that my mind is simple and I immediately forget where the totems are. I tend to run small game for this reason.
Good on you for at least running small game, I’m mostly talking about the survivors who want the game to hold their hands and give them totem information for free so they can easily get rid of noed while also keeping their own meta perks
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If noed is a frequent perk in your games then surely dedicating a perk to remove it should be worth it?
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Not sure if we're allowed to name names but there's a popular streamer I watch who taught me a lot about killer and how to apply pressure. There are a lot of things you can and should be doing obviously, but what really helped me the most is this:
"If I don't get anything from this survivor in 15 seconds, I'm leaving."
Meaning if he doesn't get a hit on the survivor (which applies pressure by forcing the survivor to heal or forcing them to be one shot and likely play more passively) or if the survivor doesn't drop a pallet (which applies pressure by making the map weaker for the survivors and giving you easier chases later on) in 15 seconds, it's not a chase worth pursuing.
Once I started doing this in my games, I feel like I have a lot more pressure overall and I don't get too tunnel visioned on one chase. From playing survivor, I know that the easiest games are when the killer is on one side of the map with the same one or two survivors and never check the gens. The hardest games are when I keep getting progress on gens that get halted by the killer either showing up or him having so much pressure on the other survivors that I have to get off it.
(This is also why slugging is very effective and it's mainly why survivors hate it, because it disrupts their gameplay.)
But yeah, limiting my chases against a single survivor has been very helpful. I chip away at their resources while keeping pressure on mine.
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5% of your games against similarly ranked players will be against opponents that are just THAT much better where your own contribution to the game actually wouldn't change the outcome.
95% of your games your actions will affect the outcome and if you lose, don't blame it on the other side's perks or broken item, ask yourself what you could've done better instead. It's a hard pill to swallow but you didn't play perfectly.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2089934#Comment_2089934
Prove thyselfs bp bonus works on coop actions as well ;)
I know, but 90% of the coop you'll do in a game is on gens, and the 10% where you will heal other survivors with someone else isn't worth the perk slot imo.
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WGLF, you don't even need Prove Thyself for blood points imo. Doing two gens with another survivor and hitting great skill checks will get you to max objective points without PT.
I'd get something you can heal yourself with so you can take protection hits for stacks in case your team is very altruistic and everyone else is going for hook saves too.
DS will help you stay alive longer in the game and also gives point if you escape their grasp + you get obsession dead/escaped bonus points.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2083474#Comment_2083474
If you don't have issues on trapper then i wish i had your survivors.
Mine constantly disarm traps ahead of chases or whenever they have free time. And yeah.. i know where to place them.
I never said I don't have issues, but I also don't expect to 4k every game because that's not a healthy balance either. But I only really feel helpless against a very competent swf with an object user - and I don't run into those squads very often. At least not often enough to make me feel like killer is underpowered at the moment.
In 10 games, I'll get a 4k maybe 3 games, 2-3k 5 games and 0-1k 2 games. And most of the 0-1k games, I can look back and see that I made mistakes - stayed in the same chase for too long, didn't reset traps often, etc.
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I have to agree that killer is pretty easy right now, and that comes from someone who mains one of the weaker killers in the game (Trapper). The only thing giving me trouble atm are the bugged chests handing out keys left and right, but that's exactly that - a bug.
Breakable walls and redesigning of problematic buildings have made chases easier than before and while gens sometimes fly by, it's also easier to generate pressure when survivors have less bullshit loops to run and are easier to down.
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Trapper suffers from the same problem as Wraith where one of his addons (bags) are pretty much a must use which leaves him to be either substantially weaker if he doesn't use it or offers very little build variety.
Since Wraith got buffed and removed the use of his must use addon, I'm hoping Trapper will get the same treatment. It feels like such an easy fix, too. They could add it the brown addon as base kit and then adjust after seeing how he performs, it doesn't have to be a massive rework or anything.
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Did they leave before you?
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I usually go for protection hits over unhooks with WGLF because it’s a pretty common perk and I don’t wanna fight other survivors over stacks + I’m usually the gen warrior in solo queue lobbies so it’s nice to be able to stay on it.
So my build is usually empathy, sprint burst, self care/botany knowledge with a yellow medkit/WGLF. I see where someone is getting chased and can work my way closer to them with sprint burst. Self care or botany so I can heal myself without relying on teammates and can more regularly go for stacks.
Sometimes I don’t really care about going out of my way to get stacks and my build is along the lines of kindred, iron will and dead hard with more focus on general survival and knowing when I have to go for unhooks with kindred.
It is rare that I try really hard for unhooks but if I did I’d go with borrowed time, we’ll make it and dead hard
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As a Trapper main I disagree that he's the second worst killer in the game. You're not supposed to pressure the whole map as Trapper, it's impossible. You have to lock down a smaller area of the map and chip away at survivors resources while maintaining pressure in that one area. It doesn't even have to be a 3 gen, but splitting a map in half is his map control.
But yeah, if you play him like an M1 killer and just put traps down randomly, he'll be very hard to do well with. If you plan ahead, he's much scarier. That being said, he needs some tweaks (bag addon as his baseline kit being one of them) to really make him consistent, but I'd put him as a low B or high C at worst.
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I'm gonna be honest, I rarely get DSed. I think it's overpowered during end game where you down them after a hook and they either crawl out or stick the DS and get out anyway. That feels pretty helpless.
But during a game? Nah. I don't care about not tunneling a survivor - I hit whoever is closest or is the better target - but I leave them slugged and apply pressure to another survivor or a gen in the meantime. If they have unbreakable, that's out of the way. If they don't, another survivor is gonna have to pick them up. If they don't, I get another hook within 60 seconds. Infectious Fright is a really great perk for this, because you know exactly how many survivors are near the slug and where to go. You don't need a hook to get momentum.
Is it annoying to have to play like every survivor runs DS? Yes, absolutely. Can you still play around it and have it be close to a non-issue a majority of your games? Also yes.
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I love Hawkins because it fits my Trapper build really well (I run Surge and always get big value on that map). Traps aren’t that bad either, trapping the rubble at some of the entrances can really slow the survivors down in loops and catch them off guard.
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@aTerribleSurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2034248#Comment_2034248
It's really the best I got. I don't have dlc
Hey! Some good perk choices (aside from NOED/Huntress lullaby) from free killers/general killer perks are:
Brutal strength (Trapper)
Agitation (Trapper)
Bloodhound (Wraith)
Shadowborn (Wraith) - only if you happen to play Nurse
Enduring (Hillbilly)
Tinkerer (Hillbilly)
A Nurse's calling (Nurse)
Thanatophobia (Nurse)
Deerstalker (General)
Sloppy butcher (General)
Whispers (General) - only if you understand how to use the perk
Spies can be an... okay perk. Not amazing by any chance, I'd personally not run it. Beast of pray is really bad, I'd switch it out.
What would you say your general weaknesses are? Chases? Tracking? Which killers do you usually play? What addons do you use?
For a regular M1 killer like Trapper or Wraith, I'd go for a build along the lines of Sloppy Butcher (slows down their healing; either forces them to spend longer healing, or keeps them injured for easy 1 shot hits), Enduring (so you can go for more hits at pallets without getting as punished), A nurse's calling (if they heal with sloppy butcher, it'll take them longer and you can pressure them. If you notice that survivors don't heal as much - which does happen at high ranks - you can switch this perk), Thanatophobia (for general slow down).
NOED is a good perk to run too, I'd probably replace A nurse's calling with it if you wanna run it.
If you have trouble tracking survivors, Whispers is really strong, but you need to understand how to use it. If you lose them a lot in chase, Bloodhound is a good option.
If you play Billy or Nurse, who can pressure the map easier than other killers, Tinkerer is strong.
Also keep an eye out on the Shrine of secrets; save up shards so you can get some strong teachables. This week's shrine isn't good for killer, but it refreshes in a couple of days.
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Now that you mention it, I only really hear breathing out of chase...
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All we want :(
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1611755#Comment_1611755
You can be in an area and play survivors from different places. I am in Texas and play Brazil all the time.
https://forum.deadbydaylight.com/en/discussion/comment/1611777#Comment_1611777
I disagree. Other streamers get a healthy potato ratio, and the occasional decent teams.
I've seen you, and just about everyone else get crushed by strong teams, but you dont get them that often, which leads to a certain arrogance. I sympathize with tru3, because up till crossplay, I had the same issues.
I was stuck in purple ranks, trying my best to deal with that nightmare and getting really frustrated with the game. Soon as crossplay hit, I flew up to rank 1, like went from 9 to 1 without a single draw or depip.
Have you considered that strong teams don't look that strong against certain streamers because they're actually really good at killer?
Can't speak for Scott as I haven't watched his content much, but I'm an avid watcher of Zubat and he doesn't only get potato survivors. He's just extremely good at the game, and is an exceptional killer, so he has a much easier time making competent survivors look worse than they are. Just food for thought.
Tru3 will deem a survivor "really good" if they don't waste a pallet in their first loop. Kinda skewed imo.
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I've only watched Tru3 but so far his insights seem to be that Blight can pressure and win easily without slugging, all while he's actually slugging lol
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I'm gonna assume that any survivor who has difficulties countering NOED either has 50 hours in the game, or only plays on the newest map where it can be difficult to learn totem spots.
If you genuinely struggle at getting all the totems on Autohaven, Macmillan, or Cornwind maps and have played the game for a long time, you're just lazy. They're SO easy to find. Even Haddonfield and the Preschool maps have easy to remember spots, as well as the Asylum maps.
The Game is one of those maps where you have to go out of your way to find them, fair enough. But most other maps you could literally find them on your way from one gen to another.
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@robotron said:
https://forum.deadbydaylight.com/en/discussion/comment/1611342#Comment_1611342
I noticed streamers doing that too. Tru ran it like 14 games in a row and ignored comments asking to play without it and focused on talking about other add ons. When he did finally address it being OP for a green he said it was his 4k hours in the game and not the add on that was powerful before unknowingly admitting he just wanted to dominate survivors, lol. It needs to be balanced.
He also commented how strong this killer is at pressuring without slugging or something to that degree, all while... slugging. Lol. Guy is funny.
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It sucks for the survivor on the hook but if their teammates work on gens instead of crouching around a bush for the full 120 seconds, you actually punish the killer
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Sorry your gen m1 holding simulator has to be interrupted by the secondary objective
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This appears to be a common problem for Windows 7 users :(
https://forum.deadbydaylight.com/en/discussion/189414/dbd-doesnt-work-anymore-with-the-blight-update
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Are you sure that they're complete health states heals? If you heal someone for 30% you have to heal the other 70% at some point for it to count as a health state, I'm pretty sure
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No, they usually don't go for less than that. I'd get them.
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Hm, maybe it changed with her rework?
Also, I think it requires the perfect timing. I've only ever done it once or twice since I got the game 3 years ago, and I try interrupting a blink everytime I have a flashlight and go against a Nurse lol
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I ran Detective's Hunch to find the totems, and then ran DS / Adrenaline / Unbreakable to give myself as many second chances as possible. I got it on my first try because the randoms I played with were decent.
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Damn that Ghostface really got under your skin lmao
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@goatslinger said:
54938409350985 posts a day bitching about DS, unbreakable, BT, second chance blah blah and wonder why the devs don't listen to complaints regarding a perk that is used so infrequently and most times when it's used it's by someone who is not very good and is an easy kill.
As other posters have already mentioned, it's problematic in a SWF. Just have one person run OOO and tell their team exactly where the killer is at all times.
Plus it completely counters a killer like Trapper who needs to set up around the map. If Trapper ever got another buff and became meta at higher ranks where survivors are more likely to know how to use OOO, it'd be used a LOT more since it completely negates his power.
The perk definitely needs a rework.
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Ace. I like to die in style
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@[Deleted User] said:
The best advice I can give is unfortunately to camp/tunnel them out of the match. There's always that chance they're not in a SWF and are just a confident looper, though, and in that case they're not really going to be able to disarm all of your traps even if they watch you place them from a distance. If they are in a SWF the team will probably play altruistically, so camping the hook might actually pull them off gens and really pay off for you.
The only other half counters I can think of require perks or add-ons, so by the time you're in the game you can't take advantage. For example you could run the Iridescent Stone and/or Bloody Coil so your traps will stay up even if the survivor wants to remove them. If they communicate well and are in a SWF their team could still dodge them, though, so I think your best bet there is either trapping spots that are hard to call out (e.g. not shack window) and trapping offensively (e.g. top of the basement stairs when someone goes down for a save). Perks like Tinkerer could also give you windows to trap without being spotted, but then again that's not really ideal when there's a gen at greater than 70% progress and you have Undetectable...
Edit: For Hag I don't think OoO is nearly as big of a deal. Even if they do have flashlights, good luck communicating all of those trap locations accurately, breaking them faster than I can replace them without taking any free hits, and also keeping pressure up on gens. When I see an OoO as Hag I basically just play normally, although I will still try to remove the OoO user from the match if I can.
Edit 2: Forgot about TTS. Still a perk, but that's probably the only direct counter that exists in the game.
I'll try to trap more offensively and harder to call out spots. You're right about forcing altruism in a SWF, it's just that getting one of them could take forever if they're somewhat decent loopers, the rest do gens, and I have no traps to speak of. Such is life I guess lol