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zoozoom6
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1490001#Comment_1490001
If the last survivor escapes through the hatch, that's still a killer victory. Gens did not get completed and killer got 3+ sacrifices. Plus you can always slug for the 4k if you're really hungry for it. The Hatch's spawn location is only a roll of the dice when the killer is already steamrolling the survivor team (and they can't finish enough gens for it to appear). The race for Hatch is already in killer's favor (they move faster, don't need to hide, and may have found it earlier if it spawned), so they don't need to make things even easier in that regard.
If you're failing to pip when one survivor escapes a trial, then your matches are ending far too fast. You do not need a 4k to earn ONE pip (it's not even a total necessity for a double-pip).
If it's keys that are making you unhappy with extreme hatch escapes, then that's a problem with the KEYS themselves, not a problem with the Hatch. Because keys are tied to finding and interacting with the closed Hatch, NOT to completing a certain amount of generators, this would also make their function EXTREMELY broken (as survivors could just go find the hatch and immediately open it to prematurely cause the Trial to reach its end-game or end). Or they'd just find the location and keep it in mind for when they had completed enough of their goal for a free escape (making keys stronger either way). The buffed Franklin's Demise also exists now to finally do something about these pesky key-holders.
Basically: Hatch is fine, keys are not. Changing Hatch spawn mechanics will open up a fresh can of worms that will likely create lots of new problems without addressing the parts of it that many players actually consider unfair (keys).
i was going to talk about how steam rolling players means you should double pip every time it happens to get them against equally skilled opponents as fast as possible but you are completely mistaken on hatch spawn conditions it is tied to gen completes its "if number of completed gens exceeds the number of survivors in a match (by 1) then hatch spawns. look it up this is how it works
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/1490204#Comment_1490204
I love how your profile picture even fits with what you just said. xD
doesnt legion have a fur suit?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1489706#Comment_1489706
Well said.
I hated old DS. Absolutely hated it, it felt so unfair.
When new DS came in I had some apprehension but I think in the past year and a half I’ve probably been hit with it....under 10 times maybe.
These people who are struggling with new DS game after game after game, they need to reflect on how they’re playing because it sure as hell sounds like they’re tunneling.
if you are playing well enough to get a hook and re-down the same survivor within a minute the killer is playing much bettre than those 2 survivors and deserves the hook. DS needs to be condition based not time based
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1490335#Comment_1490335
Still, if you commit to completely stay out of chase to make use of 9%, your fate is in other 3 survivors hands.
if the match last longer if things are farther apart if they are closer together it will vary but yeah and a minute to run around the map without chases for a map seems long but i thought it might be a good adverage
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1489426#Comment_1489426
9% is not game changing. I can have Unbreakable and killer can just put me on hook and I never need it.
My
favouritethe most used perk is Borrowed time. Its the real game changer. Its the only thing that can punish campers/llazy/casual killers and help teammates to get out in the end. DS can do the same thing, but its personal perk, you cant help your team with it. DS has a lot less impact on the game.2 health bars - extra health bar can be added to BT protection and change the game, too. You can unhook and give extra protection to chased survivors and you can force killer to deal with you, if you become a huge pain, you block door ways and/or windows.
DH is a good support to any build. In No Mither case it can shine VS one shot killers - Billy, Myers, Oni and other killers, BUT on the other side, killers are not forced to waste their power on you or use their power at all. DH allow a room for mistakes, but any killer can down you with M1.
The big thing is, if you stay out of chase, the game wont be about you. The game will be about your teammates - how long they can stay alive. 9% speed boost alone wont get you out. One survivor cant do all gens, unless killer is a complete noob. You will need help. Often good players must sacrifice themselves to get someone out, if bad players are brave enough to do at least generators. Full stealth teams are rare. Someone has to tank the damage to change the game.
9% or everything you do for the whole game adds up. a 5 minute game is 300 seconds minus say a minute of running around is 240 and 9% of that is about 21 seconds you save during a 5 minute match for 1 survivor. thats not bad
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@GoldieLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/1490268#Comment_1490268
Nah i don't need Billy get even more nerfed, that's not what i said, i'm talking about crying about it when it's not that bad, i played him and meh, not a big deal. Please read better next time. Didn't say Billy should get more nerfed, i said that people cry way too much about it and it's not that bad.
in the beta it was that bad overheat in 4 seconds bad. DS is a fully minute(or 2) of invincibility that survivors use to be a scumbag and sometimes doesnt even prevent being hook twice in a row its just an ever-present pressure to slug every survivor you've hooked this year it needs to be looked at.you got in the obilitory ebony mori is a win button and win button bad paragraph with no mention of the survivor equivalent. lightborne was and is a niche perk for flash bully protection if you think you need it its only over used now because people like to try the new stuff. saying your a killer main even though you seem to think DS is perfect and never abused and always does its job perfectly. btw killer get more favor rn because of better arguements
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@APoipleTurtle said:
Why?
It's just my opinion, but I feel like the Hatch is in a good spot after they gave Killer the ability to close it and introduced the End Game Collapse. Literally the only element of the Hatch that I currently dislike is that the Dull Key specifically (a deceptively common Purple item) is capable of opening it.
for killers it can turn a 1 or 2 pip game into a draw based on an uncontrollable roll of the dice. maybe highlight the hatch aura when it opens for open both survivor and killer. i dont like being robbed of a victory by something i never had a chance at.
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i dont blame em i did too
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trapper and wraith's moris need an update
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@Ashetiz said:
https://forum.deadbydaylight.com/en/discussion/176080/no-mither-sucks
Ok, so don’t use it. Next
having 2/3 of the perks in the game be usable cant just be brushed off for the 100th example as "Ok, so don’t use it. Next"
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@OldHunterLight said:
Ok hear me out, when using no mither you have to use a build like this, no mither, self care, inner strength, a medkit, both the syringe and the stiptic agent.
missing OoO but otherwise good
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1489108#Comment_1489108
Being able to pick yourself once when slugged is enough to change the entire outcome of a game.
yes if they didnt make you waste it before if it couldnt change the outcome of the game it would just possibly save a few seonds from whoever is picking you up which is unreliable and worthless
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your coulrophobia with moniter and abuse would be crazy good
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@Mozzie said:
It's not that it's a bad perk it just pales in comparison to unbreakable. Being able to pick yourself off the ground should be a very rare thing. Unbreakable does too much for free IMO. They need to remove the speed buff and add some conditions to it after you get up.
what? but you can only do it once it s fine
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1488961#Comment_1488961
Both I and the post I was replying to were being so incredibly sarcastic that neither of us thought there was a need to type "/s". Clearly being a perma 1-shot against the best stealth killer in the game is literally the biggest disadvantage that could possible happen to a team of survivors bar an Ebony Mori. It would literally be the strongest Ghostface could ever be.
oh im dumb
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plague of course
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1487896#Comment_1487896
*Waits for penny to drop*
are you implying he is baiting me or am i the one missing something?
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@dugman said:
You're missing the option "I already don't use BBQ and Chili". That's where I fall in, I don't need the points and I like other detection perks better.
when im not short i pick discordance over it but the points keep bring me back. whithout it its can get pretty grindy
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@solidhex said:
i had two games with ghostface and wraith and had both games 28k points. 1 survivor escaped through hatch both games. Apart from that i played normally, hitted a lot and hooked a lot, destroyed a lot of pallets... I still didn't pip. Pipping was very easy with those killer before, even if you didnt 4k.
one prolem with ghostface is i find often i dont chase enough ethier i stalk and down them in 1 or i just go for the one hit and continue patrolling maybe your chasing too little?
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@Sir_Child1234 said:
i think bbq is balanced and it rewards a non camping play style most of the time if you have pop or ruin it is nice to keep far away gens save,
yeah but its so far above all other killer perks and its an anti-grind perk and its locked behind a pay wall most of the time. maybe they should introduce a killer perk with bp bonuses to rivial bbq?
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/1483430#Comment_1483430
Do you even play your own game? Sitting directly under the pallet is the worst place to be for everyone on your team. Any good player and good streamer says the same thing. It makes for mistakes such as the healing survivor pulling down the pallet instead of healing and drawing the killer back. I meant to say that if another survivor draws the killer away you need to move to one side of the pallet so you can be healed up. Of the killer comes back you are still close enough to the pallet for a pallet save and it makes sure the healer doesn't accident drop the pallet trying to get you up.
this is so stupid its incredable change your key binds i use space to drop pallets and m1 to heal i thought this was default. i had no problems
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looks like bait
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@TheForgotten said:
This game is trash. I've had it for a week and I already don't want to play it anymore. The matchmaking is ridiculous. I play killer and all I get are lobbies of red rank swfs. I play on my rank 16 survivor and all I get are red 1 and 2 killers. This game is zero fun.
you joined the game during the complete rework of the mm system
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she needs hit box fixes are for iri head to not stack with hatchet number addons other than that shes fine
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@IamDwight said:
Tunnelling = Going back to a recently unhooked survivor just to down and hook them again.
Camping = Staying within a short distance of a hooked survivor, instead of patrolling gens and chasing others.
what about the gray areas mentioned above?
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1485935#Comment_1485935
Nothing counters Ghostface more than 4 No Mithers.
what do you mean? he just doesnt have to stalk for insta downs and he still has stealth its all poitives for ghost vs. 4 no mithers
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@ZephanUnbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1487549#Comment_1487549
I'd say keep the speed increase (maybe increase it to 4/5/6%), but get rid of the 1 hit downs. Instead have it put survivors into a bleedout state like Legion's power, but with a faster timer, that has to be healed before you can escape through the exit gate. The current version is just a crutch perk for weak killers, completely overpowered. My changes would nerf it without making it useless, as the bleedout timers would slow healing and exiting for survivors, and allow you to down whichever survivor you decide to chase since they won't have time to heal while being chased. NOED would become a perk that allows you to get 1 or 2 survivors in the end phase, instead of the current version that can easily snowball into a weak killer getting all 4 survivors on an altruistic team.
Edit: Oh, and the bleedout effect should be added to secondary attacks too, like Demo's Shred and Pig's Ambush Dash. The current NOED only works on basic attacks.
deep wound is already pointless i dont think that will help
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@vogit10102 said:
We need a totem counter, that's all
like doing bones?
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1485952#Comment_1485952
In my opinion even without those two buffs I wouldn't call your idea a nerf at least, it's a rework. From a more generalist perk to an actually specialized anti-tunneling perk that can't be "circumvented" by a killer that is legitimately tunneling someone, but also can't be "weaponized" by someone who isn't being tunneled at all.
yep thats what i was shooting for
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@Golden_spider said:
For how bad No Mither is at least it gives you actual benefits. (You don't leave blood trails, Iron Will 1, infinite mini Unbreakable)
Open Handed? does nothing by itself, requires you to run another perk to get any benefit out of it, even if you do congratulations you got 8 extra meters for using TWO perk slots.
Honorable Mention to Up The Ante for increasing Luck: the most underwhelming status effect that only receives it's full effect if your going against Trapper and only Trapper.
had to look up open handed and for good reason 4 meters base is terrible on most perks but even so it doesnt hurt you and i could see it being relevent if you run small game or prove thyself
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1485932#Comment_1485932
Pretty much I don't know where everyone got this opinion that you had to constantly keep picking yourself back up with no mither for it to be worth anything.
because being first to die due to having half the health isnt worth anything to most people. also OoO fills the bait role better
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1485915#Comment_1485915
Bad Mannerism. Players being mean to other players. In an example for OoO, its often used nowadays to run around in circles on the new Silent Hill level, since there's nothing you (as a killer) can do about it.
thanks
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@oxygen said:
I don't know about the numbers there, but something in this sort of direction is probably how it would get changed if it gets changed.
Deactivation conditions/nerf to its potential "aggressive" use, buff to its anti-tunneling use. I think if it can't be waited out in any way during a chase or on the ground there's not really any need to make the stun any longer, if you want to encourage the actually tunneled survivor to try to get away from the killer it could keep its current stun time but give 5-10 seconds of no injury sounds + scratchmarks or something like that instead.
i just through in the longer stun and double proc so survivor mains wouldnt call nerf. i dont think an oblivious status effact for killer would go down well
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/176080/no-mither-sucks
The infinite recovery from dying state isn’t for the perk user, it’s for the killer.
My meaning being: it’s to force the killer to pick you up. You can take advantage of that knowledge by making altruistic plays that forces the killer to abandon chases with others to not ignore you on the ground.
50% grunts is basically to benefit you in the DYING state. If the killer is foolish enough to not pick up you straight away, try to crawl away first. You’re quieter and don’t leave blood. The killer has to work harder to find where you crawled off to.
so to bait and prevent slugging?
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@DougDimmaDomed said:
or just get rid of the perk all together. just way too op.
i dont know about that we need anti tunneling measures
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@Axe said:
Its a perk for those who want to have an extra challenge. You can do some fun builds with it
maybe it would be more fun if it wasnt a slaughter or oni and didnt telegraph to the killer that you have it?
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1485858#Comment_1485858
I'd like to see OoO removed. Its generally always used for BM right now.
im sorry to not know these abbreviations but what is BM?
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/1485852#Comment_1485852
That's your problem. You play in automode. Every situation is different. Sometimes the survivor is in a deadzone and the better choice is to eat the ds. And with the new map rework there's tons of deadzone.
if they are in a dead zone and they ds you they can use the 5 second head start to run out of the dead zone plus their teammate has to run into a dead zone to help them making an even better to slug someone with ds in a dead zone.
its not automode its just a no brainer
its the right choice everytime i even forgot about the chase after so its a 5 second stun plus the time it might take to run them down again say 10 seconds so 15 seconds total if you choose to eat the ds and remember killer time is 4x more valuable then survivor time because they have 4x more people on their team its the right decision everytime to slug it just doesnt add up any other way unless you down them in front of a locker that a teammate is in that can heal them right then and they can do a nearby gen
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no. because it almost always a better idea to slug your betting on time effictiveness which is since your time is 4x more important and its a 5 second stun you just need them to waste 20 seconds or more including teammates time to come and pick them up so it always more time effective to slug
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@Warcrafter4 said:
I don't get the killer perk complains as there are examples of killers who can't make use of them:
BBQ's aura reading is useless on any killer with set up like trapper/hag.
Nurses is useless on the plague or T3 focused Michael.
NOED...I play a lot of survivor and I really don't see too many NOEDs but I also mainly play against reds/purple killers as survivor. Its also not the best hex for most killer as legion/doctor's best hex perk is ruin.
Pop: Popular due to gen rushes but also can't realistically be used with some other slowdown perks such as ruin.
Also lets not forget meta/semi meta perks each killer has:
Iron maiden for Huntress with a semi meta use for Doctor.
Play with your food for Normal play Bubba/Speed Wraith.
Whispers for Doctor/any skill check effecting perks for Doctor.
Thanatophobia for Legion/Plague.
Strider for Spirit.
Infectious fright for Michael/Oni/Plague.
Corrupt intervetion for Trapper/Hag/Demo
Save the best for last for Pig/Demo
agitation/Iron grasp/Insidious for basement Bubba.
Monitor and abuse for Michael and Deathslinger.
I am getting tired of naming meta perks per killer so I think this list is long enough to prove my point on killer meta perks not being as stale due to each killer being MUCH better with specific perks.
knowing where the survivor that arent breathing down your back are is useful for all killers including trapper and hag.nurses is less helpful on t3 myers but still somewhat useful. i dont now about ruin being better than noed i guess if they dont find the totem and you pressure but with noed they just need to not find all 5 totem which is much more likely and the effect is just as strong
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@BigBrainMegMain said:
Add OoO and it becomes a lot more exciting for both sides.
i see OoO everywhere what does it mean?
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@Koukdw said:
Just say you want easy tunnel guys. Your rework would totally destroy the perk.
Ds is fine as it is.
no its not its abused and flaunted as a full 1 or 2 minutes of invincibility because it is
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1485724#Comment_1485724
Why you chasing a survivor making it obvious they have some form of protection, either with BT or DS? Why don't you go for the lunge, get the hit on the recently unhooked survivor, and then chase the unhooker? That's how you apply pressure, because now the injured survivor has to heal at some point if they don't want to be one hit.
it doesnt start as chasing the recently unhooked survivor they body block intentionally even when both the survivor i was chasing and they were healthy. they purposfully run behind their teammate to nullify the speed boost they get when i try to lunge around them and hit the noninvinciple survivor.the optimal play that i currently use is to wait out bt and slug so they cant do gens while invinciple. ds should deactivate based on something besides time maybe hooking another survivor maybe hitting 3 hits idk it abused way too much now
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@Голубой said:
https://forum.deadbydaylight.com/en/discussion/comment/1485724#Comment_1485724
You're literally arguing that them jumping into a lot for you to get DS'ed is unhealthy, when the bigger problem is you WANT TO TUNNEL THEM. Just stop tunneling. Plain and simple. It's a mechanic that works, but it is not fun to play against and DS discourages it (which is extremely healthy for this game). Chances are, if they didn't jump into a locker, you'd just leave them slugged. But that's still tunneling....
i dont want to tunnel them they run behind the person that healed them effectively body blocking for another healthy usually unhooked survivor what do i do in this situation?
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@snozer said:
Nobody wants anti tunnel ds gone.
we want ha ha you can't do anything to me! i'm going to rescue in your face, or do this gen and not bother moving! ds gone.
this and when they heal under the hook body block for the healthy survivor that healed them so you have to chase them and when their injured and your about to get a hit they jump into a locker mid chase to force you to pick them up so they can stun you. they at least try to do this every other game
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good ridance though she as annoying to play against as legion
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@SavouryRain said:
While I don't disagree with more perks to choose from, you sound hilariously entitled to think that your 4k ratio should be high without running the best perks (it shouldn't really be that high anyways) and that survivors shouldn't be able to survive at all without the best perks.
Also, survivors actually have a good number of perks to choose from, but DS and BT will always be among the most useful, because being tunneled or camped just is not fun at all.
well then what a reasonable 4k ratio?
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i always hated whisperer. maybe change that out with thana since u already had sloppy or shadow borne to keep line of sight during fatigue
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maybe play huntress and understand how much practice and memorization it takes to get huntress hachet hits in loops it is bs for both sides
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@JasmineDragon said:
The double time is kinda insane. Honestly as it stands its one of the strongest perks in the game. If you want to remove the 60 second timer or give two uses, I think there would NEED to be a notification that you have it. Either change would be kinda insane without a major form of balancing.
The 10 seconds is out of the question, thats just way too substantial of a stun to be implemented.
Two uses is very strong, the killer would know after the first one, but there would need to be some kind of balancing feature, like putting the user into mend state or something of the sort.
For no time limit there needs to be a counter, like being unable to be used from a locker or the like so it can no longer be used offensively
I don't want to say its okay where it is, because it does need a nerf if anything (only because it is being used offensively), but I can't say that a buff is in order.
My personal problem with it being used offensively is as follows:
When someone uses their exhaustion and a number of strong loop positions to waste time, they are fulfilling their job as a runner, buying time for gens to be worked on. It takes 2 damage states to down, plus an exhaustion perk in most cases. If you hook this person and someone with bt bombs the hook, you have two options. You either tunnel, knowing full well they likely have bt and dstrike, or you go for the unhooker. The injured person will often body block, forcing your choice. So you must now get through the bt, which they will use to get to a locker, forcing you to either proc their dstrike, restarting the entire chase set, or force you to leave them in the locker to go apply pressure. They have used their perks offensively, to force you as a killer into a position where all of your map presence is made worthless. This is incredibly common at the high ranks, and if you don't spread damage early as you apply pressure, you are really shooting yourself in the foot
hmm i hadnt considered that maybe if it deactivates with a protection hit and doesnt stack with bt?