k3ijus
k3ijus
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991240#Comment_3991240
They wont make them unusable, just re-adjusted as they mentioned, think majority wont be getting any rework just adjusted so u cant just stacking them and empowering the whole anti tunnel and slugging.
Yeah so pretty much it will be adjusted so if you do anything special like that you lose all of your protection but still if a killer tries to hook you and kill u before 6 hook states yall get a buff but if they just let u slugged u got 90s to crawl elsewhere before the killer gets another down and comes back for you.
Which is something that will be adjusted too to be 4 hook states most likely to match current grim embrace and pain reso perks
Do you have any concept of how they will be changing related perks? Or are you just assuming bhvr will just change them accordingly like they say every patch, and having the most miserable meta for a good 3 months?
Also for your 2nd statement your assuming the survivor feels the need to hide away from the killer for the 90s? Are you forgetting that the killer is punished if they hook the same survivor? And heavily punished if the said survivor dies on hook? These changes basically make hooked survivors have a free get out of jail card, with zero counter play for killers. Whats worse is they can also pick themself up, so killers cant just put them in the dying state and move on with their day.
And them saying its being reduced to 4 isnt really impressive as it can be exploited just as it could before.. but good analogy though
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/454980/how-to-win-with-the-new-changes
Let me debunk your accusations before they get put in game even.
You wont be able to get bodyblocked you lose collision.
And if you try to sabotage the killer it will remove your elusive state most likely and will be adjusted according to everyone mentioning this and since Ryan and Mandy are both silent means they are collecting all of our opinions.
The 6 hook state will be lowered to 4 hook states and "if a survivor dies by any means before that" will be changed if a survivor dies by their own cause or by other survivor incopetance will be at fault not killer fault.
Also sorry to break it to you but 2nd chances perks are being re-adjusted to match the new changes.
so i wont be able to body block the killer anymore? Aw man :(, its a shame i cant body block whilst stunning and potentially disabling their power,
Also, im fine if i lose the elusive state, with how many buffs i get, and how many debuffs the killer gets for doing their objective, im basically still safe!
And finally, bhvr has a histoty of being vague with how they plan to change perks and absolutely skewing them! I wonder if they will make the 2nd chance perks even better, or make them unusuable. This applies to both sides by the way.
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@Lixadonna said:
If you removed Finisher Mori. Nobody wants to be Mori.
It's like people wanting to end game when End Game Collapse begins.
Nobody wants the other side to see victorious. Better to have screen show Sacrificed or Entity Displeased… and leave it at that.
im not sure what your point in
Your mad your being killed by a mori thats unique to every killer instead of being slugged to death or seeing the most repetitive hook animation..?
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@VibranToucan said:
2v8 is the worst game mode dbd has ever had in so many ways. I genuinely hope they never bring it back or do a complete overhaul if they do.
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The cages. The cages are horrbile. First of all, the cages don't teleport away anymore when both a killer and survivor is nearby. This means that if someone gets chased nearby you are stuck there and people dont want to come for the rescue, since they hear the Killer nearby.
In addition to that, people hate going for the unhook.I had it happen multiple times that I was in a cage for multiple stages. Everyone seems to think "I am not medic, I don't need to go for the unhook." When I played medic I sometimes run accross the entire map to get the unhook and often I am the only one.
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Playing Killer. I did everything on survivor, and saw that unless they had a Nurse, Killers were consistently being absolutely crushed. In all my games without one, more than half the Survivors escaped. So I did the entire tome level as Survivor.
I tried going for one match as Trapper and it was horrendous. The queue took roughly as long as the match. You start with all traps disarmed and there are way too many gens to try to build a web. You just have to put them where you hope survivors will pass often. Also, Survivors easily get aura reading on killer in this mode. And if even just one Survivor sees you place down a trap, you better believe its getting disarmed. And you can't even stick around because then Survivors will genrush on the other side of the map. Some people said to "just have fun, its a silly mode", but getting your traps consistenly disarmed and basically just being a M1 killer is not fun. If they ever bring it back they need to give trapper Iridescent Stone basekit.
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Survivors are OP. Unless you have a strong Nurse/Blight/Spirit or Survivors don't know what they are doing, Survivors can easily win. There are so many powerful loops all across the map. If a survivors even remotely knows what they are doing, they will be able to loop you for one gen easily.
Oh you think you land a hit? Well think again, there are 3 god pallets into each other and after the Survivor predropped and you broke all of them another Survivor comes in to take the hit.
Then there are the catch up mechanics that are Survivor sided as well. The ultimate of guide is absolutely overpowered. The gen speed bonus for cages outweights the genspeed debuff for completed gens. Especially considering that there is functionally no difference between all Survivors escaping at 0 hooks or all Survivors escaping with 2 hooks each. At least for the scoring. In 2v8, the second would have meant a much easier game for Survivor. Hell, guides want to get hooked sometimes just to unlock their ultimate.
The medic power can also finish healing Survivors, or if you have two Medics completely heal Survivor, in literally no time without even touching them.
Two medics is literally 1.0.0 styptic, meanwhile guides can team up with Survivors to do gens faster than 1.5.3 Brand New Part.
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Normal Queue. In addition to the normal Queue being very long, I tried doing some daily challenges and it genuinely feels like the queue is so terrible. As Killer I literally only faced sweaty SWFs. Seing 3 or 4 people run DS + Syringe was the norm. And if its not that its Flashlight + BG Player. I got like 1 game without a 3 or 4 man SWF. Even on Killers I barely touched before, I only faced that sort of thing.
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So finally, I hope 2v8 never comes back. I will do the next tome level and afterwards put DBD down until the event is over.
your whole post basically yelled at surviviors for not doing their objective then calling a previously described killer sided mode extremely survivor sided…
also yes, if you use the weakest killer in a already survivior sided gamemode its likely the trapper wont consistently get kills, there are 6 other killers with 3 new ones being added for each iteration, you seem to forgot 2v8 isnt completed yet.
personally, 2v8 is the most FUN gamemode out there, it caters to surviviors yes but in return it allows for more innovation for both sides and lessens the queue times, i just wish there were a bit less pallets seeing as guide can recreate pallets but other than that every match always gets a good laugh out of me, regardless what role i play
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@Devil_hit11 said:
not exactly. you play Nurse+Blight or Billy+Blight and you win every game.
the changes heavily punished weaker killers because unlimited breakable+faster gen speed is unavoidable.
my post references how i think survivior role feels more like killer, i didnt say i was a killer i said survivior feels like its killer because of how its balanced
although i think huntress is the mvp of the gamemode, her kit is perfect for large numbers -
@Jtflorencio said:
Tier F killers
No rework, just buffPig definitely needs a rework, her whole power centers around survivors completing their objectives,which can just be countered by leaving the gen 99%.
And unless its a full addon plus build dedicated to it,theres usually no head pops.
Id recommend making generators giving 10/10 charges of activating reverse bear trap globally , hooks giving 5/10 charges on said survivior, and sucessful m2’s give 5/10 charges aswell on said survivior.
Also the -20 second on Active bear trap when a gen pops should be basekit
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@RavenBirb said:
I can't stand his 5 mile long chainsaw swing , he downs so many teams in the start of the match and everyone just gives up. over 5 games of this in groups (worse in solos) have pushed me to write this post.
I wish he would be fixed to maybe chase and earn tokens to use his chainsaw, this unlimited chain swing is not healthy for the game, there's no other killer like that other than HB and even he's not this unfair imo.
How he works with just bs downing everyone is just bad design, he pretty much counters the "anti camp" system as well with just how he is supposed to play his power. its over tuned, basic, and It's borderline insufferable as a survivor. You WILL spend a good portion of the match in the dying state.
I know perks like Sprint Burst would be good but even then it doesn't get you that far away from him.
Any ideas on how to counter him for now would be appreciated thanks
unhooking yourself grants iframes after endurance,if you hold w he cant double down
Tips? Maybe dont universally unite in the same spot,its kinda like, his whole power and all?
Ive seen a p100 bubba and although i got demolished, i respected how skillful he was. He did mind games whilst operating a machine that literally will put you in tantrum at the slightest touch of any surrounding atom
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You may of heard these words before but ill teach you what they really mean…
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@jamally093 said:
So Killer's get punished for staying near the hook, tunneling with base-kit borrow time. Why not had it where if survivors don't leave aka stay at the exit gate doing nothing then boom exit gate gets blocked because they weren't leaving. Simple if you wanna unblock it then move around away from the exit gate not far like half way across the map but to a certain distance then it's unblocked it punishes survivors who don't just leave. You've been hooked and hit so your not leaving with iron skin and such.
Ah yes, because after successfully outplaying the killer and getting a reward for escaping, they should instead be punished for poor sportsmanship. Which is ironic because I dont surviviors miracuously being resurrected into a match after a killer hits them on hook
If its a serious issue bring blood warden. could turn a 0k to a 4k so fast. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/429026/current-ornyo-is-to-weak
Her weak points is no chase, her stealth is not good and cursed tapes mean nothing, so you have to spam. Its boring. I still love her because welll… I just do….but yeah…after a few reworks she still isnt good.
Im not chronically online i promise u replied as soon as i got on forums 😭
But my issue with spamming is its no skilled and not fun as survivor, it shouldn’t be a game mechanic to use projection as soon as a tv comes back but currently its the only viable often for condemn
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/429026/current-ornyo-is-to-weak
the current dynamic is that the mechanic is always lose/lose for one side.
If you don't interact with TV's, you win/win by spamming teleport on Sadako. Eventually, everyone get condemned, abide slowly.
If you do interact with TV's, than it is lose/lose because you lose the ability to teleport to apply condemn and survivors will erase their condemn stacks.
As result, you either win super hard if survivor new or can't use the ability at all in effective manner if the survivor is experienced.
Sorry for the false dichotomy, i was trying to reference the tradeoff between the killer and survivor but it came off more as just saying its a lose lose situation.
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@Royval said:
she’s not trapper weak her mindgame potential is much better with her weird visibility and she’s a tunneling menace.
eh, trapper power can always deny vaults aswell as pallets, id argue thats better than having a glitch effect. And trappers can tunnel to.
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@Khaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803390#Comment_3803390
I understand your point of view but whats the point of playing a worse clown with limited bottles? You have to get scanned 4 times in order to get slowed.
Thats the point. SM is getting gutted until her rework so people dont quit the game because of her.
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@Orthane said:
Idk why you would choose him of all killers, sort of just confirms he's the favorite of the devs. Unless you drastically reduce how many rushes he gets he's going to make 2v8 a nightmare.
To be fair just because hes strong in 1v4 doesnt mean he will dominate in 2v8. Trapper of all killers seemed more useful than wraith
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809946#Comment_3809946
you can't kill survivors if the game is over 5-6 minutes vs efficient teams. killer need to be rewarded for kicking gens and downing survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809989#Comment_3809989
Old ruin used to be 200% regression. changing c/s back to 200% soft-revert ruin without changing anything about the perks. Jolt is 8% regression and it spends 1 regression event. it is a perk that only trigger from m1 downs therefore it helps weakest killer automatically kick gens in a certain radius. often those with lack of mobility to kick gens. It is not particular good right now because regression is laughably bad. So if it does get buffed, it is buffing m1 killer more then m2 killer which is killer that need it most.
No it doesnt, buffing regression time regardless of the killer buffs them as a whole, Sure jolt will trigger and reward m1 killers, but pain res, CoB, ruin, and other regression perks will just be another buff to all killers, including m2, which ironically should deepen the gap between m1 and m2 killers.
I watched the video, and there was talk about reverting perks back to the original version or stop standardizing mechanics and differentiate it per killer. But blantantly buffing killers under the guise of “helping m1 killers” is not
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@adsads123123123123 said:
The Clown buffs in 7.6.0 brought him from unplayable to semi-playable. Clown is still one of the worst killers and is sitting at the bottom of kill rates. This is why Arinad complains about DBD nonstop.
https://us.v-cdn.net/6030815/uploads/X9WP0XR2UTJS/image.png
https://nightlight.gg/killers/viewer?sort=kill&shown=kill&start_days=28&compact=true
Looking at the more recent data, he's basically tied for last place with Ghost Face.
https://us.v-cdn.net/6030815/uploads/N5DFHXNWWY9X/image.png
People say Clown has insane chase, but I disagree. He has the most overrated chase in the game. He gets countered by pre-dropping and does not play around jungle gyms well. He also has no map pressure due to needing to constantly reload and the long chases.
For Clown to be at least B tier, he needs buffs to his chase and map pressure: 7 Bottles base kit and no detonation delay for Antidote Gas Cloud.
I feel like he should instead be given a creative buff
ex: players under anti gas cloud being hit in gas cloud lose a health state
Im also strongly against him having shared bottles, haste and the hinder bottles should be separate, maybe haste could have 6 whilst hinder could have 4 to encourage plays other than hitting survivors with toxic gas.
As for his addons, they are looking at bit choppy and could use refinement
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810250#Comment_3810250
While that would be a unique mechanic in the game, the reason i believe they haven't implemented being forced to loop in an area is because the survivor would be put into a lose/lose situation everytime. The loops are made to be very temporary ex: you vault 3 times the window blocks = forced to leave, you drop the pallet, killer breaks it = forced to leave, and now you get hit if you stay, and get hit if you leave. Then if they were to put a specific mechanic to keep the loop going like the windows dont block and the pallet cant break etc, itd be vert frustrating on the killers end as weve all been there chasing someone around the shack for 3 gens at one point, thatd become every chase.
i know thered be some adjusting, like vaults not being blocked but killer would probably get some buffs to adjust for this, like undetectable and old version of haste
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@ShanoaLegendaryPlz said:
Most of the time a rework simply takes a killers power and tweaks certain variables, like adding status effects, or number changes etc. But what skull merchants main problem seems to be is that people arent fond of her power in general.
For example, at first during her ptb the drones were interesting to sneak by with their scanlines, until you realised how they could be used (camping gens etc). Then they got "tweaks" to be more of a loop denial chase power with stealth, and it kind of ends up just being something you accidently step on all the time, and just isnt that engaging. Infact even playing as her she doesn't really have any particular abilities even with a big power claw.
But one thing is for sure, they can't just take her power and give her something else that isn't drones. Its alredy set in stone that she has drones. But I think the key to making her more enjoyable is to change what kind of drones she has.
For example she could deploy little skull spiderbots that roam the map, searching for survivors, alerting her of their location if scanned, can be disabled if snuck up on, and latch on if you fail the little minigame thing. But because she will have no control over how they roam, she could either have a second ability to "command" them to check various places, or simply give her some kind of lunge attack that can break pallets/walls so that her claw feels more like a powerfull weapon etc.
Or maybe they can come up with different kinds of drones in her addons, like full sized robots with skulls that chase and damage survivors, but shut down after an attack etc, can be turned back on manually, or when generators get finnished. Theres plenty of ways to "rework" her into something more interesting, as keeping her current power as just stationary drones that are mostly just used to camp things, and no chase power beyond these placeable thinngs, is probably whats lead her to become so negatively recieved, besides some not being fond of her being sexy rather than scary (which I liked her for anyway).
Long story short, i think they need to make her drones into something more intimidating/active/fun in order to change her from something everyone dislikes, to something people atleast dont mind. If shes not scary, than make her technology the scary part of her. The part that would make you not want to face her in real life rather than in the game, as currently the stationary hover drones feel more like trip wires, than some highly advanced dangerous technology thats intimidating to be up against.
But i say Ideas for skull merchant as maybe we can make this a spot to place all our ideas for behaviour to look at and consider, so what are your ideas or do you like this one?
I feel like jt should be like entrapping a survivor in a loop and applying the negative connotations if they leave the permitter, like loss of health state.
Obviously thered be changes like the range of the drones and SM getting haste in range again but i think overall survivors being forced to looped in a area instead of being forced to leave a area is more engaging
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@AlwaysTunneled said:
The Anti-Camping Hook System has been a great addition to the game, however, it also has been very dumb at times. Sure you have your 100% successful unhook when camped, but that only gets you so far before your endurance and haste runs out, and you get hit and hooked again. I'd suggest implementing a hindered effect onto killers that only camp and target one player. Obviously, you'd have to find a way to counter such players that wish to abuse this system. I'm sure I speak for those that loop for the killer for multiple generators, only to get camped and tunneled.
As is, perks like DS and OTR and DH exist to counteract tunneling on top of anti camping bar and base kit endurance off hook, sometimes killers have to tunnel if there under to much pressure and your idea here would punish killers for simply doing their objective
Im not saying tunneling is fun or fair, but i am saying punishing killers for just trying to win isnt fun or fair either, there should be a middle ground where you cant be tunneled at 5 gens but killers also shouldnt be penaltized for trying to win
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@Chiky said:
I've said it countless times. Gen regression speed is a joke and it needs to be buffed. Kicking gens is s joke. How is it possible to need 6 mjnutes for a gen to fully regress, but only 1.5 minutes AT MOST for it to be completed? It's absolutely ridiculous. We need at least losing a charge per second, as it already gains a charge per second while being repaired. It gets even worse when you take into account you can only kick it 8 times... What an absolute joke
Watch this video
Yes, it takes 6 minutes default for the generator to fully regress, and it takes 1 1/2 minutes to complete it, but
-it passively regresses and loses a automatic 5%?,compared to the fact a survivior has to be on the generator for the entirety of it
-killers can scan the area and remove survivors from the area,in most games if a killer wants to deny a nearly completed generator, they can
-perks automatically regress generators without the need of even being near the generator.
-surviviors can no longer instantly stop Regression ,meaning once you get a survivor off a generator they wont get back on,unless your oblivious to them.
Perks like jolt and hex ruin would absolutely destroy generator progress, a charge per second would mean 3 genning would be effective again, just imagine scanning a area and denying anyone from stopping the regression, and on the rare chance they do and get any good progress, itd be instsntly lost whether it be from pop,jolt, pain res, or literally any other passive regression. By the time the 8 regression limit hits, soloq surviviors would be dead and maybe swf survivors could counter it
Your objective is to kill survivors,not generators
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@turksmall236 said:
Can we have basekit Kindred without the killer aura? The perk Kindred itself would still include the killer aura. Also expand the survivor HUD to include healing, chest opening, totem cleansing/blessing, and opening exit gates progress, that yellow circle only works for repairing generators and recovering in the dying state at the moment
making aura base kit ruins the aesthetics of the game itself, aura shouldn’t inherently be present in games without the presence of perks. Its up to you as a survivor to look at the hud, or scan around to see if you could find teammates instead of seeing their aura across the map
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@Valimure said:
Hex builds are so hit or miss it's just luck of the draw whether your totem is actually going to spawn hidden in a nook somewhere or right next to a wall out in the open for the world to see. Totem spawns are long overdo for a pass to get rid of some of the worse spawn locations, while also ensuring that the killer isn't completely wasting a perk slot:
- Remove open spawn locations, or move them to better locations. Totems should always be in a corner, between objects, or between foliage: never out in the open or against an I wall.
- Remove the possibility of a killer's Hex Totem spawning right next to survivor starting locations. Dull Totems are fine, but if the game sees a survivor is set to spawn immediately next to a Hex Totem it should reroll the spawn location for either the survivor or the Hex Totem.
It would only be fair that hex totems dont spawn at the edge of the map to, sometimes i go to corner to corner of the map to find a totem and its miserable.
And i feel like killers physically have to kindle the hex themselves unless its one thats applied automatically like hex:third seal
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Essentially this would just prolong the games, survivors would just hop in and out of lockers every 2 minutes until the killer dc’ed.
What we need is a way for both survivors to have a realistic chance of escaping, such as
-reducing number of generators repaired
-reducing number of charges required for actions
-reducing exit gates time
Currently, even if one of the two survivors manages to loop for the entirety of 1-5 generators, the killer would inevitably get the down, whether it be from endgame collapse or camping, Inevitably it will be a 3k whether they fight to survive or stall to survive
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@WeirdHexButOk said:
I just lost a match as survivor because of this "feature". It encourages camping, tunneling, and it prevents survivors from getting more bloodpoints. They already removed this from Pinhead's power, so clearly the Devs know this behavior is a problem. Not sure why Doctor can still do this.
Yes, if you directly attempt to get a unhook in front of the killer he can interrupt you with his power, practically every killer can do this, and like any killer, theres a counter.
Like maybe attempt to dodge a 2m line instead of repeatedly doing the same action thats not working?
Maybe unhooking whilst he is charging his power
Maybe not unhooking in front of him?
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@Disco said:
Very often in my games a killer might chase me for 10s, see i'm a strong player and then decide to ignore me for the rest of the match and kill all my team mates instead. This will result in my first hook being my last hook and me spending basically the whole game repairing gens watching my team go down like bowling pins and it's not very fun. I mean I just had a match on Coldwind farm for example, against a Chucky and he chased me for maybe 30s until I stunned him with a strong pallet and then he never chased me again until I was the last survivor. Not very fun.
My idea for the perk;
Growing power: Your contempt for the killer grows as they fail to kill you. Gain 3% bonus repair speed every 30s that you haven't been downed by the killer. Resets when you get downed.
This is also a good anti tunnel perk because if every survivor used this and the killer tunnelled one survivor for 3 minutes then the 3 non tunnelled survivors would repair gens 18% faster. I feel like there are perks similair to this with Bardic Inspiration and resilience but this would be more of a direct counter to a killer just ignoring good survivors.
Im going to assume you have chase-oriented perks by the way you hate every other aspect of the game.
If the killer has to decide to chase someone who chase-oriented or generator- oriented, their best chance is to attack generator oriented.
If you want them to continue chasing you, bring flashbangs or flashlights, anything to prevent your teammates from being hooked
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@Pokino said:
We all know that on the vast majority of maps, there are pallets that are absurdly unsafe, and that are almost more of a hindrance than anything else, where even with a stun, survivors often can't even go very far. That's why I propose a new feature for DBD: heavy pallets.
These pallets are somewhat special that differentiates them from the ones we have now.
- First, they have a metallic appearance, not so much wood like the current ones. When they break, the sound would be different too.
- Second, they replace these unsafe pallets that are on most maps. There doesn't need to be many of them, maybe two on the whole map is enough.
But the biggest differences are gameplay-wise.
- These pallets, in case of stunning the killer, being "heavy", provide him with a 50% greater stun.
- Also, these pallets cannot be broken by the killer's power (hillbilly chainsaw, Demogorgon dash...), they can only be broken by kicking them.
- Also, these pallets make the survivor slide better when jumping over them, and give him a +20% jump speed.
With this we manage to give a special use to these pallets, which are still unsafe, but where we could see mind games and more interesting plays, since the killer will have to be more careful not to get hit, in addition to having to be more precise when hitting due to the greater speed when jumping over them. In addition, we would put more value on the "Enduring" perk, but above all we would enrich the gameplay of the game, which I consider is in need of new features.
Good implementation but would weaker pallets be installed at god pallets?. I like the idea but people sweat to much in this game to have any fun
And unfortunately the suggestion would only punish killers who can only m1 and just further widen the gap between m1 and m2 killers
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806450#Comment_3806450
I don't think there's any value focusing on making the game better for those who should quit and find something else to play if they can't handle things a game not going their way.
i just switch sides and the 1/10 games i lose turns up to be 9/10 games i win. Everyone needs to learn how to take a loss, yes. but it gets frustrating when the losses begin to be more so of the games mechanics rather than myself.
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@Crowman said:
Nah, survivors will continue to find new excuses why they need to rage quit. We shouldn't be catering to people looking to not play the game.
You should be catering to the playerbase that makes up 80% of the gameplay and 80% of the revenue.
Bad ping isnt the sole reason surviviors dc but its the cherry on top, im not going to stay in a game being tunneled and then die because of the killers ping. At that point just have a button that kills me, i dont see the difference.
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@Rutersxc said:
Can't they make a system that can tell what SBMM they're in and how many survivors are in a party then adjust the game accordingly to make the match even and fair as closely as possible?
The difference in escape rate is less than 10% for all levels of mmr and for all numbers for swf members. 90% of swfs are just friends playing together, and enjoying the game. They play like or if not worse than soloq teammmates since their focus is alturism.
For the other 10% well…💔
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@ClockworkJink said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803642#Comment_3803642
The PROBLEM with what you're saying is a fundamental misunderstanding.
He doesn't STAY in any modes!
He goes bat to fast travel. Swaps to drac to see you. Either melees, or flame pillars (idc what you say this is a 100% free hit if they have any skill at all, broken broken trash skill). Then if you manage to boost away, wolf to find you, and back to drac for a melee, or fireblast.
Also the wolf can lunge through pallets making them worthless in a chase.
HOW TF AM I A D TIER KILLER. I used a harder killer than you, and still succeed.
If you crutch on the new killers you're bad, and you being bad doesn't make them mechanically not over powered ASF.
Don't ever tell a bloody ghost face I'm a bad killer.
Try chasing without teleports, clones, or shooting through walls.
Its not the fact its no skill,its more of the fact you lack any skill to dodge it, so in response it seems like it took no skill. Imagine you standing in a straight line against a huntress, got the picture?
He cant see in bat mode, its strictly mobility and if you allow him to catch you offguard he quite literally read your mind, Thats your fault.
His flame meters are 7 meters and only 1 meter wide, it is slowly when released and has a fixed position, move left or right last second and the killer cant adjust his power. Its quite literally a skill issue if you cant dodge right or left instead of hitting a vault.
His wolf form is also easy to counter, loop tight or round structures? This is a great tip but you have to adjust gameplay based on the killer, hope that helps!
Regarding your remarks on the killer being a crutch killer, hes C tier at most, Killers like Blight or nurse which have been around longer, are much stronger. And i use trapper as my main.
And i didnt call you a D-Tier killer, i called the killers power D-tier. I fear thats common sense? Im sensing 50 hours coming from you and 40 of which is killer gameplay
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@jason38x said:
while I think this is a plausible change as a twins main. It’s not exactly balanced. Victor can not see any auras, scratch marks, discordance used to work but hasn’t since their “rework turned QOL update”. This is the reason Victor is so powerful.
Giving him aura with a perk like nurses would be game breaking and they would be unstoppable. However the dark lord when playing as the dog has blood on the ground and the orbs to follow, can see auras and get a double jump. Just does not have the speed that Victor does. There is also not a maximum time the player can play as the dog or any risk of being kicked as the dog.Id feel like there could be a middle ground, such as instinct or something of the sort that wouldn’t completely negate perks.
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@ClockworkJink said:
I see a lot of people go back, and forth, and I'm here to tell you don't post your counter opinion, because it's just wrong.
Dracula can turn to a bat, and speed check every gen.
Dracula can turn to a wolf after hitting you, and you can NEVER hide. It's not possible.
Dracula flame pillars. Just need REMOVED. Nothing worse than a killer shooting a 20 meter long attack that's animation doesn't fit the hitbox, and goes THROUGH the only survivor defense mechanisms. Walls/vaults.
Really? I honestly think DE did great with the new graphics, but the new killers are absolute BS.
I'm a ghost face main, so don't get me started on I don't play killer.
I can destroy sweaty teams with ghost, and he has NO unique catch mechanics.
TLDR: Killers don't need fkn teleports AT ALL, (Except OG hag/nurse because there's is arguably clunky). They do not need the ability to attack over vaults/pallets because those exist for the survive to NOT GET HIT, and they definitely do not need the ability to run so fast there is no chase.
That's the point of the game!
Bat mode theres a audible que, and dracula cannot see you, its all mobility which multiple killers have.
Wolf mode isnt even problematic…? Your mad you cant hide but your forgetting you could also loop.
Draculas flame pillars do not go through walls. It goes through vaults yes, but its a locked animation and easy to dodge. And its only 7 meters…
Quite literally the killer is a blend of the spirit, wesker and pyramid head but arguably worse in every way.
My argument isnt wrong, your just using a D-tier killer and your surprised other killers happen to be stronger. Take a look at blight and your mind should expand
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@Khaan said:
The only reason of why she has such a high artificially inflated killrate it's cuz of crybaby survivors giving up or dcing then crying on twitter while absolutely refusing to play against a B tier killer at best.
After this rework even trapper and freddy will be stronger than her and it's not a good thing because your main could be next. She doesn't deserve the hate when blight and nurse still exist in their current state, and their playerbase is even worse. And no, they dont require skill, just some getting used to. But people cry for a 3% speed boost as if it's not their fault for looping around drones yet i don't see people crying about artist.
She's basically the same anti loop killer.
Please Behaviour, don't listen do the loudest crying voice as it's not the majority.
I dont mind facing killers like Blight or Nurse, Because their power is interactive.
And i dont mind anti loop killers, because if they attempt to deny a loop i can go to a different one.
SM is a killer whose only fun playing as one side, similiar to legion. But pre nerf she was able to apply hindered whilst getting haste passively that you couldnt do anything against(unless swf, which by the way, game is balanced around AVERAGE player, not 4-man swf) so unlike legion, there was no counter. And it didnt help half of her playerbase only played her to be “toxicl
So effectively the killer was able to deny every loop with no cooldown, and passively apply pressure in which you couldnt do anything against.
Her current version she can still apply pressure whilst in chase, but the pressure she applies doesnt affect the person shes in chase with, This version can still deny loops, theres no need for a 25% speed difference with anti loop being basekit
And yes, she isnt gonna be B tier like she was prior, Id say more C-D tier. But even so i promise you good SM will still consistently get 4k’s and the killrate for SM will be more balanced.
- i dont think this is the last we will see of SM, i think upcoming changes will make her anti loop punish those who leave a radius rather than stay inside. Whatever the change is i think it will buff SM but make her more interactive as a whole
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@dbd900bach said:
This is probably radical and most likely a useless concept when applied to most killers, but I think it could lead to interesting anf fun results.
The concept would be to optionally sacrifice a perk slot in exchange for equipping a third add-on.
w suggestion
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@CrossTheSholf said:
Hello Fellow Denizens of the Fog. I want to get feedback on which killers are the scariest to face in lights out!
Additionally, what moment with said killer was the scariest?
I faced a p100 trapper who blended with the darkness itself, Throughout the game there was only 1 time he chased me(before I inevitably fell into a trap) All of the other times he was just… gone
His presence itself wasnt needed tho, he had traps set up at literally every conceivable place, id disarm a trap just to walk into another, and hed pick me up. Sometimes from how fast he got me from his trap it was like he was waiting for me to meet my inevitable doom.
As for my teammates they didnt fare well either. Poor leon was walking repeatedly into every trap, at first I thought it was intentional until I saw him being hooked. As for my other two teammates never saw them besides whend they step into a trap. I think theyd stop doing gens entirely just to try to disarm the traps.
EDIT: Ironicially as a trapper main youd think id do well but this mans had to of been the best trapper in existence, i think he had 2 traps in every area, one for unsuspecting people and the other for people who thought they saw through the trap, just to walk into another
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@brokedownpalace said:
Day 1 didn’t see a single Dredge. Hell I barely see Dredge more than a couple times a month and yet today alone I’ve seen 5. It’s almost as if word caught on that he’s absolutely miserable to play against in Lights Out.
Did the devs even play test half the killers? You guys get paid because we spend a lot of money on this game. Maybe think about these things and be proactive against toxicity?
Id take Dredge over legion everytime. Faced 4 and oh my god is it suffocating, your blind and the legion is coming for you, where? You dont know. Its inevitable death. Youll be hit, will he continue his mayhem? You dont know, maybe he cancelled his power and is coming from behind you, or maybe hes continuing his frenzy, you dont know.
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@TripleStryke said:
Nurse is obviously very strong and as a result she has likely hindered many helpful/fun features and perks from coming to killer as a result of her strength because of them being too strong on her. So I have an early stages idea to tone down her strength revolving around light burning.
Basically, I would bring back light burning on survivor brought flashlights and add some base-kit item, a flashlight or lantern that you can easily get while in the trial with her. These wouldn't be able to blind and have the sole purpose of hindering her power usage.
The flashlight idea which is more simple and not really my favorite is that in some way you can get a Special Item called a Broken or Dim Flashlight for example that you can use to light burn her. I don't like this as much because it would make using your held items awkward like an EMP or Sadako Tape would and would probably do less than a tuned version of the lantern idea.
The lantern idea, which conveniently was just made for the Lights Out mode, would have lanterns spawn on gens or around the map that survivors could quickly grab and place down similar to a Xenomorph turret (you wouldn't slow down while carrying it). While in the range of the lantern the nurse would not be able to blink. So if she lands a really good first blink and hits you she is rewarded, but if she doesn't that second blink isn't so free within the radius, and she would have to swing and break it instead. There are a lot of questions (would it work while your holding the lantern or only while placed? What would the radius be, and if it works while holding, would it be the same? What happens when you get hit while holding one? etc.), but I think a fine tuned version of this idea could bring her down to a more reasonable level of strength.
The plan isn't to make her an awful killer, fundamentally I think she should be a top 5 character, but with Billy and Blight toned down, there isn't really any dispute that she is the strongest killer again and could use a more complex change.
There used to be a mechanic where when killers interacted with the shadow realm, shining your flashlight on them would hurt them, flashing nurse whilst she was in power used to stop her from blinking again. Not sure why the mechanic was removed. I feel like the best chance of ever getting a nurse nerf is encouraging this mechanic back.
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@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799073#Comment_3799073
Did you… read the post? I am running perks to counter it. But that's the problem; perks are hidden, so I don't know if it's needed or if I'm wasting a perk slot every game for something that shouldn't be an intended mechanic. You cannot flashlight save someone while / after a killer pulls them out of a locker. You can, however, time a flashbang for that same save. That is not a healthy mechanic for the game, as without Lightborn your options are literally stand at the locker and wait for them to come out so you can slug them or leave to chase someone else.
So your mad you have to run perks to counter a possible gamestyle..? You do realize survivors have to run perks to counter
-tunneling
-proxy camping
-aura builds
-gen regression
-slugging
All of these gamestyles the killer might or not do, sometimes they might camp instead of slug, or not do any of the above so youll waste a whole build.
Just because your mad that you have to waste a single perk slot doesnt mean your opinion is valid, literally everyone else has the same problems as you
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@Valimure said:
I'm tired of needing to run Lightborn in every single match because of how prevalent Flashbangs are in higher elos. When someone knows the timing of them, there is absolutely nothing you as a killer can do to avoid being blinded besides slugging everyone.
I get being blinded while breaking a pallet. I get being blinded if I'm out in the open. Hell I've even seen some good plays where I didn't know one was dropped while I was chasing someone.
But I should not be blinded while facing a wall or after pulling someone out of a locker. Give the killer collision during the pickup animations, and decrease the FoV Flashbangs work at.
Surviviors waste time trying to get the blind, which also needs 40% of personal progress of a gen. If you hate a playstyle so much that offers literally no counterplay run perks to counter it, infectious fright…lightborn… exc exc. but trying to make survivior interaction less will just help gen rushing
“Running perks to counter uncounterable situations is unfair”- ever noticied how the surviviors you slug have unbreakable to…counter uncounterable playstyled
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@abyssplayz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798476#Comment_3798476
dont be sorry lmao it's a game but i see it almost every game and typically i have to do the same bc i just get gen rushed. i feel like my idea is lowkey genius but idk it essentially takes that person out of the temporally besides healing. my problem tho is having low mmr on survivor even tho i'm extremely good and killers like pinhead and dracs and tbh i've tunneled someone out in less than probly 3 or 4 mins as huntress but also if u body block a healthy survivor after u get off hook like thats arrogant to not expect being tunneled its annoying and strategical. if they couldnt be downed but couldnt touch gens and could only be healed or can heal for a small duration that would be extremely healthy. then i'm pushed to pursue someone else and not with the pressure of them destroying a gen for an average chase time and they cant just heal or someone can heal them bc if not they just waste their own time. gives for a slower paste game which is how u play with ur mind. look at chess
The only problem with this suggestion though is the fact that even with 20 seconds, killers with intent to tunnel will just bypass this by waiting out 20 seconds, and the inverse of this statement by increasing the time until a survivor could be hooked again would eventually make this mechanic more probelmatic because of situations where survivors dont have the means to heal themselves, so theyd be inevitably doing nothing while waiting out the timer
Such is DbD
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@abyssplayz said:
kill otr and decisive. have a timer. make it so the surv cant interact with gens, pallets, or the killer. so they cant go down lets say 20 seconds or sum after being hooked but they cant fly thru gens at the speed of light at the same time. so then healing is pretty guaranteed after a hook and the killer has time to apply pressure if they can. the idea didn't even exist until i started typing bro it's that easy
i played a solo queue match. didn't go down once and had more chase time than any of them. he couldnt get me so he immediately tunneled someone out (who dc'd which obviously will happen). did the same to the next person and then when the last person besides me was hooked. instead of ending it on hook and giving me a chance for hatch they let the timer from first hook go to second then to third. tf do i do. i can loop him all game but bc i get teammates that can't last 15 seconds taking two hit stages i lose every game and get him tbagging me on the hook. honestly this game is bad. the only time i don't get tunneled is when someone else is or they're just bored and letting everyone go. u realize a good swf has eyes and ears on the killer almost the entire game. how exactly does solo queue ever compare to that bro
Tunneling isnt inherently wrong, all playstyles can never be fully removed despite what measures are implemented. The killer not chasing you for juicing and getting others is logical. The problem with tunneling is the fact your chased in a area the killer picked immediately off hook, so theres very little counterplay against the playstyle which is what makes it so suffocating
Offering killers incentives for not tunneling would probably be better, instead of getting mad at the killer for doing their objective. Alternatively you could lower interactions times for surviviors if it is blatant a survivior was tunneled out so its not as demoralizing being in a 3v1
Personally i dont encounter tunneling much unless i take protection hits with my endurance, but i know every game is different so sorry for your experiences
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@Rokku_Rorru said:
Sometimes it's not what is "strong" it's what is not fun, she is not a fun killer, a mistake. This choice was the correct step to take for the bigger picture of the games health until they actually rework her.
Anyone who thinks otherwise is selfish, there are so many killers in the game to choose from, and you can still play her if you want to. Survivors cannot choose who we are up against, we can't see who is being played. She is widely hated and for a good reason.100% agree, Nurse and Blight almost promises a lose but their power is interactive. If SM discouraged leaving a loop instead of staying i wouldnt mind if she had insane buffs to her kit, but right now i would rather just hit next and hope for virtually literally any other killer.
It also doesnt help survivor mains like to use SM with the most toxic perks in a way to let frustration out
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@drsoontm said:
there should be a killer instinct giving their general direction.
I'm kind of fed up of the games where the last two survivors hide on corners of the map dropping and picking up their item in a loop to avoid the crows.
That several minutes wasted every time, first looking around the gens, then in the basement, in the lockers and finally on the border of the map.
And sometimes they hide better.
This is way easier to do than a four slug and it's becoming a bit too common.
Allow some implementations for allowing 2v1’s allowing some way for both to escape, currently being found at all is a deathwish
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@kit_mason said:
Why do survivors think this game is killer sided?
It's just a way to excuse their own lack of skill, which is the defining factor in more games than "sidedness" ever has been.Ehh, low mmr whose killsrate is higher
How about mid mmr? Whose killrate is higher
Lets talk about high mmr? How about that?
All mmr is higher for the killer.
But lets talk abt swf tho!
Does 2-man swf escape more than lose at any mmr?
How about 3-man swf at any mmr?
How about 4 man swf at any mmr?
All instances favor the killer, with the 4 man swf at highest mmr rank being the closest to escape more than lose.(48%) which still favors the killer and most likely every match for 4 man sefs are ties/3ks
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794006#Comment_3794006
There's so much survivor bias in this thread, I'm not even gonna address it this time. They know.
survivior bias yet
low mmr favors the killer
medium mmr favors the killer
high mmr favors the killer
and swfs (which are suppose to be the outlier which justifies all these “nerfs” also has less than a 50% escape rate)
you can call it survivior bias when you play 5 games as a killer and 5 games as survivior and see which one you consistently win on
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@Xernoton said:
Cool story but the truth is that the grass is always greener on the other side. People will always say that the game is balanced against them. We had the same situation when the game was still objectively survivor sided. This isn't something new.
Also, the game swings wildly from survivor sided to killer sided depending on loadouts and maps. Oh, you play Doctor on The Game and have a build that helps you deal with these pallets? That's gonna be an easy win. Now do it with Freddy. Or Trapper. Or Myers. These killers are simply horrible on that map.
You can also play in a full SWF with optimised loadouts and send yourself to Garden of Misery. If you happen to play against a Nurse with her strongest build, you might still get screwed but against most killers this will be an easy game. Now look at what happens when you play solo queue.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793900#Comment_3793900
So on Twitter, you don't take any survivor main seriously and in the forums you discredit what killer mains say? Sounds good. I can totally see how this leads to constructive discussions.
The way I see it, most human beings are capable of logical thinking, so you can present a point and support it with your arguments. Whoever disagrees will present their own arguments against it and eventually you find some common ground. I know it's hard but this is how a discussion usually works.
Actually, the grass is greener on the other side.
Most killer games (9/10) i always win, regardless of the fact if im using my main or just a random killer, i usually always win, contrast this with the fact i win 4/10 of my survivor matches despite running the most meta and youll see the difference
And yes everything is rng based and i dont have a problem with that, inherently playing survivior should be a challenge and there should be some games that are pitted against surviviors, like a doctor on the game like you said. But the problem is the fact how every game seems like your destined to lose. Hypothetically even if i did play perfectly against a doctor in a neutral map, the doctor could obtain a 1k from internal game mechanics, and secure a 2k from camping endgame, im not discussing tunneling and camping but its so much easier to kill than escape.
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@mejchar01 said:
I just want to say.. right now
KILLERS ARE UNFUN TO PLAY
Why?
Well lets say almost all the maps are HEAVILY surivovr sided? every 2meters there is pallet and and often a vault and untill u destroy all pallets on the map there is another.. also untill u destroy a pallet that guy already teabaging at another pallet.. and +10 seconds to EACH HOOK STAGE is just crazy.. i dont know who thought this is good idea when survivors literally repairing even more and gen rushing even more.. survivors are letting that guy on hook going to second stage to repair 1-2 more generators like BHVR ######### is that balance? how can u say this is good? literally generators are flying and the repair time is crazy.. that hook timer just helped gen rush and i still see u doing nothing about it.. i see u ignoring this thing and u letting people playing killer.. its definition of hell
SURVIVOR MAINS
Dont tell me U can get 4 kill as killer.. when u are not playing killers then dont say this.. go with one killer 5-10 games and u will see how unfun the game is.. its heavily survivor sided and its not even healthy… like i thought this game is that u are being killer by killers but all i see killer is being bullied by survivors how is this even a horror game after this? i played few matches and killer
And i dont want to go any further matches after that ones i played.. like that fun is it playing killer.. if u dont want to do anything about it.. then play the killer..
its crazy how long this game is survivor sided.. maps are HEAVILY survivor sided and BHVR just quietly watching and doing nothing.. :)
Not every pallet is a god pallet, i run dissolution for 9/10 mindgames on every pallet and i dont even chase if their bringing me into a deadzone.
Learn how to multitask. I chase near gens, i put pressure in specific areas that will benefit me
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@Akeeno said:
this video shows how easy it is to avoid a spear, by simply for an instance momentarily changing directions causes a miss, even if the shot was properly aligned.
for this reason i run the tin oil can, because missing the shot is heavily punished. but im certain that this shot would be considered a hit with the huntress.
i know survivor hitboxes are out of the question, and so are for the spear, but increasing the harpoon shot, would avoid these situations.
you wouldnt have to lead as much, and less travel time. or if this idea is also rejected, then dont make missing so punishing.
thank you.
I completely agree, anyone who doesnt hasnt played deathslinger. Some shots i SHOULD hit wont register even if you have clear Line of sight on survivior. In comparison to huntress his power;
+takes longer/even to reload
-longer penalties for missed/succeeded attacks
-more limited
-less range
-less hitbox
-less meaningful addons
Ever since quickscoping got removed, the only reason to play deathslinger over huntress is looks.
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@hygcat said:
I'm not someone who plays killers very often, but I want to get better at it. Could you give me some advice? For example, which killer should I start with, which perks should I use, etc. I don't really enjoy camping or tunneling. I prefer applying pressure to generators. I'm not good at looping and especially struggle in shacks and jungle gyms, which makes chasing survivors less enjoyable for me.
I’m looking forward to your suggestions. Let’s discuss and exchange ideas!Play survivor to get better at loops, killers who have a mindset of a survivor usually can predict stuff much easier.
And as for killers, use killers with m2 abilities if you want the highest kill death ratio, but use m1 killers if you want a more fundamental understanding of loops
use gen regression for meta(strongly go against it) lr use more fun interactive perks that cater to your gamestyle! Like a stealth/exposed build perk with a stealth killer
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@Yggleif said:
It's possible it's just my games and not an indication of a wider pattern but I feel like this game currently is just hold W simulator while predropping every pallet and survivors don't bother looping anymore. This isn't a one side is strong and the other is weak thread it's just this feels like very boring gameplay regardless of whether I do well or not as killer especially if you're an m1 killer.
Are other people experiencing this and if you are what do you think is causing it and how can it be fixed?
I always run dissolution just to prevent this as a m1 killer, they get so shocked when they dont see me break it and just die..

