tomas11403
tomas11403
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Oni and blight are both limited on controller. Doesn't mean you can't play them well, but you can't flick as well as you can on Mouse and Keyboard. You said you already know basic m1 knowledge, so Oni might be for you, as he relies on basic mindgames in the early game. However, if you're looking for a challenge you might want to go for Blight. He has a steep learning curve, and while he is still somewhat limited by controller, you can still play him well. Blight has better teachables as well.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2250596#Comment_2250596
Question: does the animation reset as soon as she presses M2 or when the charging bar is full and she actually starts phasing?
Also a while back you linked this:
https://twitter.com/SeyItAint/status/1384471343685582853
Only on the first slow mo she goes back to the animation you're talking about (and you show in a tweet of yours as well), and taht seems to be just because her last animation was indeed that position you mention. On all other slowmos, it's just looks like as if the last animation she was doing resets and starts over, but she doesn't go back to the straight up positions with curled arms. What am I missing?
This animation occurs when she is done charging her power and is free to move about in phase.
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@indieeden7 said:
It happens maybe 1 in 100 times she uses her power, it isn't reliable at all
@GoodBoyKaru said:
Just make sure your res is stretched to see it properly because it's a nightmare on native 🥰
I play on console (therefore native) and know how to spot it every time. She makes a sudden movement which may be confused with passive phasing, but it is distinctive in that she straightens out and it is much more of a sudden/unnatural movement. This implies that her phase charge has reached 100%. I'm not trying to say this is a counter, as all it does is let you know when she began phasing. I'm simply saying that this is at least some form of knowledge against her, which I know is one of her significant issues.
I should also mention Xeno is a very confident player, meaning he somewhat exaggerates his points in countering spirit. There are things you can do, but if the spirit plays properly she will still get the hit unless there is a god window/pallet.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2234471#Comment_2234471
Master Hillbilly?! Those times are gone. There are no great Billy's around anymore. Same will happen when they nerf Spirit.
:( Good Billy' still exist, we're just an endangered species.
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I hate to be that guy, but if you're consistently having that much trouble in red ranks, you might be the doof. Sure, you'll get a tough game once in a while, but at least 90% of red rank survivors (swf or not) really are not that good. Yes, survivor is the power role, but the vast majority of survivors are not good enough to take advantage of this imbalance. If you truly believe that in as many games as you describe you are helpless to win even with multiple slowdowns, I would love to see some footage of one of these games. I can almost guarantee that you make many mistakes, whether they be mechanical or decision making. There is imbalance on both sides, but you are seemingly attributing you're shortcomings to everything except yourself. Red rank survivors do not do gens very efficiently, they have not mastered chase fundamentals, and their game sense is weak enough that you can often capitalize off of predictable mistakes.
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Stacking slowdowns is the strongest build for any killer. You really don't need to run slowdowns if you're a decent killer, but it's up to you. I'll give some perks which syngergize well with each killer though.
Legion: Thanataphobia/Discordance
Huntress: BBQ/Iron Maiden/Whispers/Nurses Calling/Bitter Murmer
Spirit: Stridor
Twins: I'm not gonna encourage you to play twins >:(
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He still isn't really good, but I would say that he's fairly balanced around average players now. He is still on the weaker end of that balance given that once he is uncloaked he has 0 chase potential, however he can make up for it a little with map pressure and occasionally a hit from his uncloak boost. Any killer who has no way of consistently gaining hits aside from an m1 is not going to ever be strong against good survivors, as an m1 killer can be played around incredibly easily by high skill survivors.
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@Progamer888 said:
this ######### got from zero to 100 really ######### quick
I think it started at 100 tbh
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@Blueberry said:
I actually wanted them to increase his flick by a bit (after removing the jflick exploit of course), but the 180 is pretty excessive and not how much I was thinking of increasing it by. It feels pretty dumb. Rather than feeling outplayed it just feels like you got cheesed.
Although it's an unpopular opinion, I was in favor of the J-flick, even though I'm console and couldn't do it. Reason being that even though it was an exploit, it created a fun new aspect of mindgame with genuine counterplay. Bump Logic was still always better than a J-flick, given that a J-flick could be countered, but proper bump logic guarantees a hit majority of the time. The only time J-flicks were optimal was the final (5th) rush, when bump logic can obviously no longer be used. The issue with this is that it was very predictable, and all you had to do was hug a corner then spin out to avoid getting hit.
The reason I mention all of that is because now the counterplay to flicks has been significantly nerfed. With a J-Flick, once blight had locked into flicking, he could not adjust. That isn't the case anymore. Not that you can't dodge a flick, just that the blight can now adjust his flick midway through, meaning that it can be very difficult to counter.
I kinda lost my train of thought but just felt like sharing my perspective on these changes :)
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This happens because the ranking system allows people with 50 hours to reach the top rank. The game is very survivor sided in most ways, but you rarely see this given that most survivors aren't experienced enough to demonstrate this.
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Once you learn how to play the game, neither is stressful as you will realize how bad most people are at the game. Most people are bad because it is such a unique game, so there isn't much outside experience to be had, unlike an FPS game. The ranking system also allows people with less than 500 hours into the highest rank quite easily, so killer often isn't much of a challenge once you master the fundamentals. If you are getting stressed, it happens. The main thing I would say is just realize how meaningless each individual match is. You'll still get BP if that's what you're after, you can rank back up easily if you care about that, and if losing makes you think that you're bad, everyone has a poor match or two. Just have fun, it's perfectly understandable and expected for people to lose games.
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@sulaiman said:
Always asume she is just standing still when you choose your way (as in "never run up to her"). As long as you have line of sight, move away from her, and into los-breakers. as soon as she lost line of sight, you try to juke her in a wide arch (no running there).
Most spirits will try the "stand still fake", when you drop pallets early, which you deny them by moving away. After that, they have to use their power to keep up with you. They use the best projected path you might have taken when los broke, so if you juke them (idealy near a running gen or a fireplace) and go into the direction they came from (again, in an outward arc because of stridor and the fact they most likly try to shortcut your path) they might have already lost you.
However, on reworked maps it becomes harder, because the stealth element and thus the places you could have gone were nerfed, so a lot depends on which map you got and on which part you are.
In my experience, it works on about 80% of spirits (with stridor), but on the good ones it will only work once, if at all.
If you are in a close chase, you have to take guesses how the spirit might move around a loop, and here you have the 50% gamble the killer normaly has. Spirit just turns the guessing on you instead of the killer.
For this first part you talk about, you cam actually tell when she begins phasing. It's a little difficult to tell at first, but once you get it down it's reliable. Basically Spirit has several animations which go in a loop, and they flow together fairly smoothly. However, when she begins phasing, this cycle will reset, and her body will shift back to the position at the start of the cycle. It can seem hard to differentiate at first, but it is fairly clear as this movement is unnatural, and will happen pretty suddenly. With practice, however, this allows you to reliably tell when the Spirit is phasing.
Obviously knowing when she is phasing will only do so much, but at the very least you'll be able to tell when not when to vault into her.
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This has been around for a while, but over time it has kind of changed. The same goes for demo's shred and bubba's saw, if the survivor is far enough over the pallet, breaking the pallet will take priority over hitting the survivor. Depending on ping, this can look very unfair and seem like you should have gotten a hit.
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I think you have under represented how many safe pallets there are on the map. Nearly every room has 1, if not 2 pallets, the vast majority of which are safe. The majority of these pallets are unmindgamable whether they are up or dropped, given that the loops are low and easy to see over. Yes, there are only 5 windows which I would consider safe. These are the long drop after the stairs, the freezer window, and the 1 jungle gym that spawns. Also T-L's given that gideon T-L's are quite long, making them easier to play as survivor. However, the sheer quantity of safe pallets means that there is almost always somewhere to chain these windows. Even if someone doesn't utilize the windows, they can still quite easily have a long chase simply by dropping each pallet as soon as they come to it, which is virtually uncounterable given the safety of the pallets.
This leads me into the second point. The fact that anyone can play this map well makes it incredibly boring. Against even a half decent survivor the best play is just to eat 2 pallets, get a hit if they mess up, and if you can't get the down then pressure gens. This is where even more problems come with this map, but this issue is with survivors. When all the pallets are gone in an area, you have nothing. Literally nothing. This window to pallet ratio is similar to breakable walls in its terrible design. Incredibly survivor sided until the pallet/wall is kicked, after that there is nothing for the survivor to do, as a deadzone has been created. It's horrible design, as maps should be balanced so that they have balance throughout the whole map. Obviously using resources in one area makes it weaker, but it shouldn't eliminate the usefulness of that area. Rounding that back to Gideon, the map is still absurdly survivor sided. This is because while there are huge flaws/weaknesses for both sides, the killer weaknesses are exploited before the survivor ones.
This isn't to say in any way that you can't win on this map. Even basic m1 killers will be able to win many red rank games. However this isn't because the game is balanced, it is that most survivors aren't great at looping even the safest of pallets unless it is a god pallet.
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If you're going sweaty, bamboozle and brutal strength are often used by some very strong Huntress players. If you want to play more casual/fun, iron maiden, nurses calling, whispers, discordance, and bitter murmur are all solid options. Try out Shadowborn at your own risk as well, it can be addictive.
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Freddy is not strong against the very top tier of survivors, I believe that this is what Tofu was basing his list off of. However, BHVR obviously isn't going to balance around a small group like that, they are going to balance around the large majority who dislike facing Freddy and allow him to seem stronger than he is.
The reason he is so weak against the very best players is very simple, he's an m1 killer. This game is inherently unbalanced against m1 killers, but this is only shown when survivors are good enough to utilize this imbalance. An m1 killer can only do so much in chase due to fundamental chase mechanics, regardless of any power they have to slowdown/expose/anything else. If a survivor knows how to read mindgames, knows when to be patient at vaults and corners, knows when to drop pallets, and knows how to play around downed pallets, an m1 killer can do very, very little to catch them, it comes down to the survivor making a mistake.
Now obviously killers with powers/perks to slowdown survivors or deny actions such as Freddy/Clown/Doc/Bamboozle will be able to do a little bit more, but what it really means is that the survivor will throw pallets early. One of the key differences between a good player and a great player is the ability to play and read down pallets, and knowing how to play these makes a large amount of filler pallets unmindgameable until bloodlust 2-3.
Freddy is inherently weak due to him being an m1 killer. but the vast majority of survivors do not have the experience or skill to exploit this weakness.
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The only insta-down which I would consider unbalanced is Iri head, and I would only say that when it is used in combination with Infantry Belt. When a Huntress has only 1 Iri hatchet, she is actaully quite weak, especially if the player isn't that great (let's be honest, if you're using Iri head you probably aren't that good).
Every other instadown has counterplay. Any m1 killer with an instadown is still countered by basic looping fundamentals, this is what makes Myers/Ghostface so weak. Stay a little more immersed if possible, but when found, play safe in chase. Drop pallets early, don't try to chain loops together too much, etc.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2047012#Comment_2047012
So survivors want un telegraphed instant movement for easy games. So why don't they admit it is strong and makes the game easy for them?
I think you are intentionally being obtuse. I play 50/50 killer/survivor, and the movement was awful. "un telegraphed movement" does not make for easy games, it makes for counterplay. During that patch, if a huntress threw a fully charged hatchet, you pretty much couldn't dodge it. no matter what. Having the ability to dodge makes it a mindgame, where both the killer and the survivor can skillfully outplay each other. Think about how people often complain about Deathslinger, literally for this exact reason. Very little counterplay doesn't necessarily make a killer OP, but it makes them boring and un-fun to go against. Along with that, turning around while in chase felt terrible, you actually lost distance by doing so, even if you reacted well. Therefore, killers double backing at even safe pallets could gain them distance on account of survivors not being able to react in time due to the movement at the time.
As for moonwalking, people do it for fun, obviously it is more practical to be on a gen. I don't see why, assuming you play killer, you would be unhappy with people spending time not on gens. It's similar to flashlights. People waiting around a chase for beamer saves aren't on gens, so unless you land the save (which is very counterable), you have wasted possibly up to 60 seconds, which is 3/4 of a gen.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2044795#Comment_2044795
That Nurse would be competing against teams with zero restrictions. Which means 4 DH/DS/Unbreakable and some Prove Thyself/IW/BT scattered about. And that's before we go look at the stacked medkits.
Not even the best Nurse can beat a team like that that isn't making mistakes. The maths just isn't there.
I think with perks alone that team could still theoretically lose to nurse, and only nurse. However if we're throwing in medkits/toolboxes, I do think that it swings in the survivor's favor, especially with styptics. It really just comes down to the gen pressure though. If the survivors are coordinated enough to call out where to run to avoid gens being worked on like a comp team does, then yes they will almost certainly win, unless nurse gets an early hook forced to 2nd stage, then tunnels out even with DS. But I do agree that if there are no restrictions, even nurse has a disadvantage to survivors.
Also very map dependent btw, nurse would only have a chance on smaller maps such as coal tower/wreckers yard. Pretty much anything else benefits survivors.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2043929#Comment_2043929
Neither of those two can beat a deathsquad that doesn't make mistakes, so that's a very poor metric to use.
These two killers are the only ones who match up agaisnt "deathsquads" ( I'll just call them comp teams). If the team doesn't make any decently sized mistakes, even Spirit isn't strong enough to 4k. Nurse, however, still is strong enough. Nurse has the potential to make any chase last 20 seconds. If you consider going down that fast a mistake from the survivors, then yes I suppose you are correct. I would argue that it isn't a mistake though, it is just the nurse playing well. Even tops teams playing incredibly well have lost to top nurses. That being said, most games at a high level end somewhere around a 2k with 8 hooks.
Not trying to say that these two are the most balanced btw, because in public games a decent player will win every game with these two.
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@Trashmaster said:
Myers. Very basic killer with a very basic ability, also has an actually functional ability unlike ghostface which is a huge plus
Myers is easily one of the worst killers in the game unfortunately. Bad survivors will lose to him nearly every time, but a good team, even if they are all solo, will absolutely destroy him. The reason for this is how limited his power is. Yes, you get an instadown, faster vault speed, and a longer lunge. However, if a survivor know how to loop m1 killers well, they will just play safe for the duration of t3, and rather than getting a down you will get a few pallets, whereas the team will likely get 2-3 gens if you commit too long. Myers is outdated, given that his special ability is still limited to m1 chase mechanics. Look at similar killers to him, Oni and Plague. Plague has a ranged special attack which can hit over many loops and with a decent radius, and Oni has an incredibly strong power which will shred through pallets 2x faster than a t3 Myers.
Forgot to mention also that he is only 105% at the start of the game, incredibly detrimental.
I'm not saying Myers is unplayable/unwinnable, because most survivors are simply bad, even at red ranks. You can win most games with any killers/any perks. A good team will demonstrate the weaknesses of Myers though.
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I absolutely love facing Bubba. If he has bamboozle you have to waste many pallets, but other than that he is countered very hard by windows. So long as you know the timing of the chainsaw pallet stun, you can run a Bubba for a long time on any map. I wish I could face 5/8 killer as Bubba like you.
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Honestly, there are suspicions that MMR is secretly working in the background right now. Maybe you had done well with a killer for a few games in a row, and those survivors had low MMR (wouldn't surprise me given that many red ranks are just as skilled as green/yellow), and you guys may have actually had a close enough MMR for it to be balanced. Don't judge how good people are based off of their rank, base it off of how they play in game. I've had endgame screens with two rank 1s and 2 rank 12s, but I could not have told you who was who in game, they were all that bad.
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@Pilot said:
Wraith I'd put in B for now and see how he performs with his buff. If he is A worthy.
Blight is straight up S tier after his buff.
I'd put hag one rank lower. She is a noob stomper. Her biggest weakness are good survivors and unlike nurse and spirit, her power gets countered by flashlights.
Come on, Myers should be at least C
Twins... A tier or at least B
Billy in A ? Are u confusing movement with chase powers? He ain't Oni.
PH has A potential
Pig should be B, her innate slowdown is great.
I disagree with almost everything you have said here. If we are talking about facing optimal survivors, Wraith has barely changed. Yes, I think he will be stronger. But, at the end of the day, he has no power once he is uncloaked. He is a 115% ms killer who only has perks/mindgames to help him, and the top tier of survivors will literally run him all game, even if the person playing him is very good. I think he moves up to C tier at most.
I agree that Blight is very strong, but he doesn't have Nurse/Spirit potential. Until another killer comes around who is fundamentally unique, they are the only two who qualify for S tier. Blight is 3rd strongest in my opinion.
I partially agree on Hag. She isn't just a noob stomper, but also a Solo Queue stomper, no matter how good the survivor team is. That being said, a coordinated swf can leave her with 0 hooks the entire game if they play properly.
Myers is deservedly in D I think, his power is terrible. He starts out at 105%, and only after he is out of that does he become a base 115% killer; already a setback. That would be fine if his highs countered out the lows, but T3 is incredibly weak. It's literally just an instadown+longer lunge+faster vault. A good survivor playing safe can avoid a hit very easily, and the amount of time you spend stalking rather than chasing is just too much.
You are right that Billy doesn't go in A (as much as I hate to say it as a Billy main). I would say he is B tier. Very good mobility. Decent chase potential, but quite counterable. Also relies on engravings vs. good survivors. The part of that statement I have an issue with is Oni. What I was saying about Wraith earlier makes Oni much weaker than people think. He does well when people can't avoid getting hit, but 4 good survivors can consistently get 3 gens before Oni gets a hit, or at least 2. Yes, his power is strong, but smart teams will stay split up to limit its value.
Twins are similar to Hag, a coordinated team will make her B tier, but Solo Q will get stomped.
PH I can agree with, a high B or low A is fair.
Pig has a mediocre slowdown with a frankly terrible chase mechanic. There are so few loops where the Ambush works and just a simple m1 doesn't, that most games you won't even effectively use it. Therefore, she is very easily looped, and has a very low potential, even with her RBTs.
Just my opinions, coming from someone who has seen a lot of high level gameplay.
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What it's important to realize is that: A) people talking ######### are usually just mad, what they say is either exaggerated or untrue. B) Even if you were camping, who tf cares. It's a game, if you want to secure struggle to get the win, you do that. It's really not worth your time to get stressed or upset over people who are getting annoyed like this, just don't worry about them :)
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I find it so funny when people talk about how much they hate nurse/spirit every time they face them. These people just hear that these killers are OP, and kind of just give up. Against average red rank survivors, these killers are OP in the hands of a good killer. However, most players playing these killers aren't that good, and are incredibly predictable and easy to bait. People double back far too often vs nurse, and even more often vs spirit. My point being, people get mad at certain killers, when the people playing that killer aren't that good most of the time. I would never DC out of a game just because of a specific killer, but my least favorite killers to face are Twins, Deathslinger, and Hag (Hag is only for solo queue). None of these killers are even close to being OP, but they are so oppresive in certain ways that it's a problem. A Hag who knows what they're doing will decimate literally and solo q team, same goes for twins. The difference between the two is that twins have less counterplay, but Hag has stronger potential. Deathslinger is actually quite a weak killer, but he is so oppresive in the right hands that I just despise him. I would never DC out of a match because of it though, because I respect the other players in the game enough to not ruin their experiences.
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I mean, you are correct about meta slowdown being stronger, it's meta for a reason. That being said, Thana is a viable perk, and against most teams you really don't need the best perks in order to win,
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I don't you about your experiences from the past few years of dbd, but from what I have found, nothing has changed. People use to camp and tunnel just as much as they do now from my perspective. If anything, they tunneled off of hook even more given that mending was different for BT and you could dribble DS. Just my experience though, not trying to invalidate you.
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Oni is actually fairly weak. The issue comes when players either don't know his counterplay, or can't perform it. The counterplay is fairly simple: don't get hit. At the beginning of the game, play incredibly safe, do everything you can not to get injured. Don't greed pallets, go for risky plays, etc. A good team can regularly deny an oni his power until 2 gens left. This doesn't the person playing oni is bad, just that they are limited by basic m1 chase mechanics, which are very weak if played properly by the survivor. If one survivor can give a 90 second chase, it is very possible that 3 gens pop through split pressure. Now once Oni has his power, it is difficult not to get downed, but not impossible. He can't effectively use his power around small tiles, so use them to your advantage. Stay as split up as possible while he is in Blood Fury, as this will limit the value he gets.
When played against properly, Oni is actually fairly weak. That being said, he absolutely stomps solo q most of the time given that players aren't too great at countering him.
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This is something that has come into popularity over the past fer weeks. People call it the "J Flick". Now I can't do this as I'm on console, however this isn't something which is easy to do from what I've heard and seen, From what people have said, in order to full this flick off you have to flick you camera, then m1, then flick again. Like I said, this is just what I've heard, however this mechanic makes Blight very viable on the comp scene so I like it quite a bit.
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I don't have a ps5 at the moment, but from what I've heard DbD is amazing on it. I've talked to 5-10 people, all of whom said it's night and day in terms of graphics and fps.
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Are you decent as a flickbilly? If so there are actually a decent amount of loops which you can curve. Many of the loops which have plants on top of them in the small rooms are easy downs if you know how to curve. If not, just m1 most of the time, backrev when you get the chance, and use the long hallways for mobility. M1 on lery's isn't the end of the world given that most survivors don't know how to run it well.
Decent places to curve include the library, the big bathroom, the big waiting room, both loops near the exit gates, and many pallets scattered across the map.
Lery's gets a bad rep on billy, but it's definitely still playable.
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A few things I find that help.
1) Play for a few thousand hours, you'll stop caring as much ;)
2) When something goes wrong, don't just look to blame other things (Hitboxes, teammates, etc.). Look first to ask what you could have done better yourself. Yea, you got 4 outed as perkless Wraith on Haddonfield, it's gonna happen. Does that mean you could not have won? Maybe. But, it doesn't mean that you couldn't have lost by less, and there were things you could improve on, such as decision making and mindgames. Always look for ways that you could have improved, not just flaws in things outside of your control.
3) Stop caring. I know it sounds dumb, but it helps a lot. When you see a baby Dwight in the basement, and two Claudette's self caring in the corner while you're on hook, that is something which I now find funny and adorable rather than frusturating. Accepting that some things are out of your control will allow you to not be as bothered by them, and maybe even find them funny.
4) Take breaks. Play another game, or just the other role (killer/survivor)
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It's pretty easy to get on top of filler tiles on macmillan, so long as you have a hill nearby. You can also get on a truck on Haddonfield, you do so by shredding from the Myers' house front window, and if the red truck spawns in front, you're in business. Not as fun as spacebilly though, bring my boy back :(
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1933462#Comment_1933462
I just love how realistic and smooth it feels. Sure some aspects need tweaking. It's not perfect. But anything introduced to the game that just makes it feel more real just makes the gameplay that much more immersive for me.
I guess we disagree on it seeming realistic, but to each their own
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@rubixscube said:
https://forum.deadbydaylight.com/en/discussion/comment/1933462#Comment_1933462
how can you feel limited in your gameplay by a change that was purely cosmetic?
Because unfortunately it isn't just cosmetic, even though they said that it would be. Dodging a hatches or Punishment of the Damned is significantly more difficult now because turning to the side is more difficult now. I understand that a lot of my frustration is that it's new, and I guess I'll adjust to it a bit once they patch it up, but I cannot see any reason why they needed changing to begin with.
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I personally despise the new movement, I feel limited by it when I am in chase in terms of mechanical setbacks, and in my opinion it looks unnatural and strange, especially when a survivor turns around quickly.
I really don't understand how people can prefer this clunky movement to old movement, which was very smooth with virtually no issues. I would love to hear why specifically you guys prefer it if you wouldn't mind sharing. (I'm not attacking anyone, just curious)
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Ok. The UI and movement is your opinion, you are entitled to your own opinion, so I won't argue with that. However, saying that clown is now top tier is simply untrue. Clown has been changed so minimally that I don't see how he has moved up at all. Yes, the shortened reload is nice but that certainly doesn't bump him up a tier by himself. So I assume you are saying that his Yellow bottles have bumped him up a tier.
Here are the statistics for the Antidote:
- You gain a 10% movement speed increase for 5 seconds
- After the bottle lands, it takes 2.5 seconds to begin giving off this effect
- Bottle is thrown in the same way as normal Afterpiece tonic
That's literally it. That's all that has been changed, aside from 2 seconds less of reload time. There are basically only two uses of this bottle, which are in chase and map pressure. I can tell you that from a few games of clown, these bottles do almost nothing for map pressure. You have to throw them far enough that you already have covered a large distance before you get the effect. Not only that, but some simple math can let you know exactly how much distance you are gaining, so let's take a look at that.
10% faster for 5 seconds. 10% is referring to 10% of survivor movement, which is 4 meters per second. 10% of 4 is 0.4. Therefore every second you gain an extra 0.4 meters, so multiply that by 5 and you get 2 meters. This also means that given that you are 5.0 m/s while affected by the anitdote, you are saving less than half a second of you time by using one of these bottles for map pressure. 2 meters of extra distance does not warrant the use of one of your bottles, even with the increased reload speed it just isn't worth your time. So Clown's map pressure if basically the same as it was before.
Now in chase, this little half a second or 2 meters that I just discussed can be beneficial, because these small distances matter much more. It may be the difference between getting or hit or getting stunned by a pallet. But this doesn't really happen. I played 5-6 games of Clown yesterday, and I just couldn't see any reason to use the antidote in chase. This is because any opportunity you have to use the antidote, it is more effective to use your normal afterpiece tonic. This is not only because it slows the survivor by 15% (5% more than the speed increase), but also because the antidote takes 2.5 seconds to release, meaning not only is it time consuming, but if the survivor takes different pathing in a loop, you may not even have time to get your speed boost.
Overall, I don't see how the Antidote Tonic is in helpful in any way, I genuinely believe that you will be better off just playing clown without the new bottles. At least the extra reload speed is nice, and now we have confetti bottles :)
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Whether or not the new animations look good is an opinion based matter. I personally can't understand how some people like them, but it's their opinion, so fair enough. I genuinely see 0 benefits from the new movement. That would be fine if there were also no setbacks, however it is very clunky, and does not allow you to turn your character as freely as before. It wasn't something that needed to be changed in any way whatsoever, but now it is something which many people find virtually unplayable.
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Welcome to DBD, where anyone and their grandmother can reach the highest rank after 50 hours of gameplay. Think about a game like rocket league. You need thousands of hours to compete at the top ranks, and even with thousands of hours most people aren't good enough to reach the top. The same is true for DBD, but there aren't as many players with tons of playtime, so a truly good matchmaking system would lead to even more insane queue times. So I guess we just have to stick to stomping on survivors who don't know how to loop and don't do gens :P
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As a rank 1 killer I get these games all the time when I play at night. While this is unfair to those players, the more concerning thing is that, to be honest, if you gave me 5 games of red rank players, and 5 games of rank 15 players, I honestly couldn't be sure that I could tell them apart. Most of the time when I do have some rank 15's in my game, they fit right in with the other survivors. Not because they're good, but because the red ranks are just as bad as them and would actually be a far lower rank in a decent ranking system.
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This problem is the reason why killer is boring and easy in the recent months. I would say that in all my games, upwards up 40-50% of survivors don't seem to see gens as a priority. This makes for incredibly easy games most of the time, as if even 1 of the 4 survivors is inefficient on gens, it simply isn't enough pressure on the killer to get all 5 gens done. It just comes down to people seeing this as more of a horror game than a 1v4 chasing game, which is what it has evolved into.
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Any Means Necessary is quite fun for survivor, for killer I enjoy surge. Not an incredibly strong perk, but its really the only slowdown i run in many of my builds
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@AnnoyedAtTheGame said:
Some of that is wrong.
I play in SWF and also sometime solo Q. I can tell you for a fact right now SWF is 100x stronger than solo Q. Solo Q isn't underpowered, SWF is over powered. This game wasn't meant to be used with comms but it's used with mics.
Survivors and killer on PC are 100X better than consoles players. It's fact. What PC players can do compared to console players is god like.
Killer gets ranked up way to fast to red ranks and doesn't derank fast enough so you're always put in with highly skilled survivors who can loop you for 5 gens.
Survivor ranks up to fast and then again your in the same boat as before. You're put in with really good killers who down you in 2 shots.
This is how this game does matchmaking
Rank 20 killer will get a rank 3 survivor in their lobby.
Rank 20 survivor will get a rank 3 killer in their lobby.
To be honest it's SWF that are to overpowered and it's SWF that need the nerf to bring them inline with the solo Q, Using comms in this game is like having every perk attached to each survivor. I for one would like the SWF to be nerfed so that players can have a descent balanced game.
Personally I'd rather have pc survivors join me but not go up against a PC killer when enabling cross play.
I've never heard anyone say this game is killer side. I don't think anybody thinks that. Every body knows this game is survivors sided.
What you are saying about console vs PC is not completely true. I agree that killer is somewhat limited by console frames and sometimes a controller, however survivor can be played at just as high a level on console. 30 fps is more than enough to play survivor, and a controller still allows you to do everything that is necessary as a survivor. The fact of the matter is that survivor is so much based around decision making that a worse frame rate and slightly inferior controls won't have a significant impact if there is a good survivor playing. I do acknowledge the PC has a distinct advantage though, I would be stupid to disagree with that.
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@druggedpug69 said:
I've only ever seen newer players say that the game is killer sided, which is pretty telling.
I agree, although my point is that these newer players are able to be matched up against experienced players due to a poor ranking system
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@Blueberry said:
IE lots of people being bad at the game and/or only playing survivors leads them to thinking the game's killer sided.
I wouldn't say being bad, I would say inexperienced. But overall yes
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1901715#Comment_1901715
M1 killer? Maybe if the Bubba is bad. I use him almost entirely as M2.
https://clips.twitch.tv/SparklingDignifiedShrimpDoubleRainbow
Note with the addons I had it was either feed me a pallet every time I pulled up the saw or go down.
Any mindgame you can do at loops with an M1 killer you can do with the chainsaw.
I'm by no means saying you can't use his chainsaw, I'm simply saying that his chainsaw isn't incredibly effective often times given that you are restricted to a very predictable movement pattern. The issue with his chainsaw sweep is that while you are able to moonwalk and change direction, most of the time if the survivor is smart enough to play safe then they can either utilize a pallet or window. Basic mindgames will only get you so far against high quality survivors, as they will be patient and know when to commit one way or another based on how far away the killer is. The chainsaw doesn't provide particularly fast movement speed, so it's largely useless at many tiles as long as the survivor isn't greedy.
In relation to the clip you attached, I noticed that the survivor didn't know the timing of stuns, that's why they weren't getting them. At filler pallets like that I certainly agree that Bubba is strong, and any bit of greed or not timing a stun will lead to a quick chase. You did very well with cutting corners tightly and not respecting pallets, which is how you should play those tiles. My point is primarily about windows, however, and without bamboozle Bubba feels a bit m1 heavy at tiles with windows.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1901720#Comment_1901720
I've been watching SupaAlf, at his level I'd love to see how fun the games are for survivors. On some builds he can literally 4k in under 2 minutes.
It's almost like a bell curve graph with nurse skill level on the bottom axis and the enjoyment on the left axis. The enjoyment is pretty low for survivors when the nurse has no skill because the game will probably be an easy 4 escape also with no healing and poor medals across the board. As a nurse gets competent and can apply pressure, the game becomes super intense and it's a real battle of juking and pulling off risky saves. But then as a nurse ascends to God status the game basically becomes unwinnable.
I can actually answer this. Laugh all you want, but I've played competitive Dbd from time to time, and I was able to scrim against him. This means he was doing everything he could do to win. Double recharge addons, strong build, camping/tunnelling when necessary. We got a few gens done, but it was incredibly difficult (partly due to NA/EU ping). We got a few gens done, but he did kill us. You feel pretty helpless against a nurse of this calibur even if you are a high level player. It's really just about buying every second you can for your team and having the killer chase you away from gens.
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I would agree with this a little, I guess. The main reason people don't hate facing nurse is that you rarely face an incredibly good nurse. If you think you've faced one, maybe you have, but most likely you haven't. If you want to see some really good nurse play, SupaAlf is pretty consistent on YT/Twitch, and KnightLight isn't that consistent. but he is absurdly good as well.
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Bubba is one of the weakest killers in the game against good survivors. His power is far too straight forward with very little room for mindgames, and it is countered incredibly hard by windows, and fairly well by pallets. Good survivors love facing Bubba because he is pretty much a standard 4.6 m1 killer unless you get greedy, and a killer who solely relies on m1s is very weak. Eventually you may get sawed in chase, but the only reason this should happen is a mistake such as losing a mindgame or running to a deadzone. As for camping, this means he is resorting to 1 kill, as 3-4 gens can easily be completed if he chooses to camp. Sure this isn't fun for the person on hook, but it means the other 3 pretty much get a free escape.
Leatherface's insta-down is far from free unless you make a mistake, and if he is getting multiple downs from one saw, that's on the survivors, not a very mediocre killer being OP.