NittanyBruin1719
NittanyBruin1719
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- NittanyBruin1719
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I think you can--and should--still run it and any other hook based perks with PH. I've posted about it before, but I along with many others (streamers, people here, etc.) that felt that they were starting to play PH at a relatively high level all say agree that it's still more beneficial to hook more than cage. I found in my games there was about a 70/30 hook to cage ratio, with caging only coming when: I was confident of DS, I knew someone was very close by/knew to worry about the flashlight or pallet save, or saw a hook sabotaged or recognized I was in a complete dead zone (plus you won't always have survivors tormented anyway). Basically, only cage if you know there's a DS or if you know there are survivors close enough by to maintain pressure. Against good survivors constantly caging/playing for the cage will only lose you the game (emphasis on good survivors).
With this being the case, there's still ample hook opportunity to get value out of all the hook activated perks and I know I'll be able to use them all and get the value needed out of them.
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The more people in my party, the less productive things become lol. It's hard to get more than one friend on at a time, but when we have 3 we usually start to get pretty silly and not pay attention (we don't lose it completely because we don't want to ruin the random's experience); when we have a full party nothing productive gets done. It basically becomes a game to see who can survive while the others try to sabotage them the longest. We don't take it too seriously and we know how frustrating a coordinated team on coms can be. Those are the games where we all agree we have the most fun and the most laughs.
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An update for everyone: one of the devs mentioned in Otz's stream today that there were some unintentionally changes to the Wraith and acknowledged that they are working to be fixed. Essentially, because of unintentional camera changes he feels more sluggish, even though he hasn't actually changed. The ring of the bell does appear more spaced out however, creating what's probably a bit of a placebo effect where the overall uncloaking feels worse (when the overall speed has no change).
The dev also mentioned fixes to Hillbilly are also being worked on as well.
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I think it's a solid update as well. The only thing I'm annoyed about it the problems with the killers (wraith in particular). It feels like every update is a game of roulette where you can always count of some new impactful killer bugs. You just have to hope it's not your favorite killer being hit.
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Like stated by others, the game feels pretty darn casual to me when I play lol. If matchmaking worked properly and we actually matched with people at our rank/skill level (as Peanits just put it) consistently, I believe it would feel that way more so.
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While I definitely feel the perk needs a rework, I don't think this is it. Honestly, I feel like reducing the activation time to 35/40/45 seconds and making it so it can't activate out of a locker would suffice. There's no doubt the perk is needed in the game: I've found I run into survivor matchers where killers that "camp" and immediately "tunnel" when someone gets unhooked much more frequently than I run into those teams/players that obnoxiously follow you around t-bagging, jumping in and out of lockers, and taunt because they know DS will save them.
In the situations where I play survivor and the killer is doing this, I've found a full minute or ability to jump into a locker isn't even necessary. More often than not, as soon as a survivor is unhooked they go down and are getting picked right back up (or within that rough 45 second time frame). A change of this nature I think is significant enough to curb the "toxic" way the perk is abused--often by swf groups, while also enabling effectiveness in most other situations.
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Honestly, I find gen speeds to be fine. It's balancing around swf that proves to be the real problem. When I'm not playing against a well coordinated team that's obviously communicating, I find no difficulty and never feel generator speed puts me at a massive disadvantage as a killer. Sure, some teams will push me more than others, but I never feel like I'm constantly on my heels. Many solutions have been suggested to help mitigate the advantage swf groups have (de-buff, Jund's pregame, a postgame, or just a ui indicator in post game screen that you were against swf groups). I think implementing something like this would immediately put the game in a better place
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Iri Huntress always trumps all, but after that it's definitely the chainsaw users. I don't like them aesthetically, the constant sound of the chainsaw revving I find a tad grating, and--though not always the case--I found survivors get "camped" (to use the communities lexicon) more in my games against them. I assume this is because of the potential to one-shot down someone who attempts a rescue of course.
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Yeah, I agree with the sentiments of the others. Is the game best optimized to accommodate playing against a team of survivor friends? No, perhaps not. That being said, this call for removing it completely is unrealistic for many reasons (some of which are listed above). I do think some simple things can be done to appease killers when they get matched with swf. Both pre-trial and new post trial mechanics could add new life to the game and help the difficulty when playing these groups--I believe Scott Jund's (I think it was?) presented a pre-trial suggestion that seemed well received, though nothing came of it. Perks like DS, which people see as being exploited by red rank swf groups can be reworked (and often seem to have straightforward and viably suggested reworks). What's more, individuals have suggested small de-buffs for swf teams or, at the very least, letting killers know in on the post game screen they were matched with a swf team (and maybe reward killers that go up against these teams more bloodpoints in these instances).
Honestly, I tend to feel BHVR's handling off swf groups is more problematic than swf's in themselves.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1207920#Comment_1207920
Thank you very much for not answering the question, Ethan.
Lol seriously, what an unproductive response that was. I often find the criticism the Devs get on this forum and reddit to be superfluous and immature (many of the players that frequent here are young I'm sure), but comments like this just foster the disdain for what people see as complacent developers unwilling to listen to consistently listen to their fans.
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@Peanits said:
The great thing about Myers is that you control how fast he gets his power. If you're careless and let him stalk you a lot, he's going to get his power really quickly. If you're careful about it and break line of sight as much as possible, he'll have to chase you around at 4.2m/s.
Except when his power is bugged and fails to work. This problem with Myers and Ghostface has hindered their playability for so long. Are the stalking bugs planning on being addressed anytime soon?
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Yeah, if you know what you are doing the Hag is definitely one of the better killers in the game. Like others here, I just find her boring to play and don't enjoy her cosmetics either.
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My friend and I are currently playing and talking about how much quicker we've got into matches and how much more balanced they've seemed to be as killers and survivors in the past 2 weeks or so. Maybe what we've been discussing has something to do with this conversation.
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Though I've reached rank 7, I don't typically feel I'm that good at survivor until I see threads like this. Like, if your at the very least average or maybe slightly above average and pay attention to the advice people give to counter-play him, it shouldn't be that hard to play well against and loop the Deathslinger. Even my friend who can't make it past rank 15 because he's admittedly quite bad thinks the Deathslinger is one the easiest killers to play against.
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It was unsuccessful for my friend about 15 minutes ago. Appears to be a 50/50 chance I'd wager.
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Lots of Demo talk today. Demo is one of the 3 killers I use and I largely agree with those that say he's one of the more balanced killers in the game. The only changes I personally believe he needs relate to his audio cues and lackluster add-ons (well, and his horrid frame rates on PS4 but that's another issue). The main changes I would like to see are as follows:
No more map wide audio cues when using a portal and when exiting a portal, decrease the sound of those stomps of his, and increase the base undetectable status effect after using a portal--and, in terms of base gameplay, that's it. Like I said, I think he's generally in a decent spot.
In terms of add ons, I would lower leprose lichen to a rare add-on and make his portal related ultra-rare enable him to see all survivors while traversing the upside down. Lichen is good, but I don't feel only being able to see injured survivors warrants the ultra-rare status. Then, I feel he needs more shred based add-ons. The one I'm most privy to is a rare add-on that would work as a mini infectious fright upon a successful shred hit.
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@Mikeasaurus said:
I like the idea, but instead of anywhere in the enviroment, why not the hooks themselves. Within a certain distance, he can grappel a hook and pull himself there faster. A negative could be that by doing this, it destroys the hook for X seconds.
That's a really interesting twist on the mechanic, I personally like it.
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Unfortunately, not in his current state. As others have mentioned, while fun, he's not very good. I love his look and base ability itself so if they rework him so he can better apply pressure (bayonet charge plzzz) he'd be a day one grab for me.
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@Mo4ntus said:
I think he might benefit from a shot dash ability too
Agreed. Another poster and I presented the same idea yesterday. He has a bayonet, so a bayonet charge attack seems like it would make perfect sense.
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@Peanits said:
Yes and no, in my opinion.
A survivor on a controller is no different from a survivor on a keyboard and mouse. They can both do the same things, precision isn't a factor, it's purely a matter of preference.
Killer on a controller is a little more difficult than killer on a keyboard and mouse, though, since precision is a factor at times (e.g. Huntress).
That said, since you're going up against the same level of survivors regardless, I can't see the harm in mixing the two.
Interesting, so is this something ya'll may eventually pursue? I have friends who have been playing for a long time on PC who I'd love to play with. Also, as someone new to the community, are there any planned changes to matchmaking? As a level 19 killer I keep getting paired with survivors hovering around rank 11-13 making for quite the frustrating learning experience.
I just found this forum today and have noticed devs seem to be avoiding threads discussing matchmaking issues. If this is a topic that has already been addressed--thus the disregard for those threads--my apologies! Was just curious as someone brand new to the game experiencing some minor frustration.