Raihje
Raihje
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Nothing like waiting 10 minutes to get into a 5 minute game where the SWF just bullies you lol.
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@ElusivePukka said:
"Easy: just don't get hit 5head", "Easy: just devote your perk slots to being allowed to play instead of getting to enjoy playing" and expies of that ilk are hopefully just morons meming - anyone who genuinely thinks that way is a prime, individual example of someone who is currently wasting the public's oxygen.
Tunneling and camping are the hallmarks not of shrewd killers, but of insecure ones - but slugging is a particularly difficult one to police, especially when a gaggle of survivors is found or a particularly oblivious (through Status or unfamiliarity) player keeps running headlong into the killer. However, DCing or attempting to end your hook early is just perpetuating the bad play by foisting extra pressure on your teammates.
Kinda like how you face the same 4 killers with one of two combos of 3 slowdown perks because otherwise the game is over by your third hook. That's assuming you don't eat 30 pallets first, lol, or they have 10 gym tiles chained with pallets you have to break.
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Unlike the killer you're not forced to deal with their #########, you can ######### on hook with no real penalty. Killers can't do the same when 4 survivors are clearly a SWF with Object of Obsession and/or every pallet pre-dropped while the gens pop and they're helpless to do anything but get clicked and teabagged at because god forbid they chose an m1 killer instead of one of the forbidding loop denying killers lol.
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@Snowbawlzzz said:
"Please remove my counterplay so I can camp harder"
Hag isn't just for camping, the traps can be used creatively around drops and loops. Also, there's an absolute ######### load of counter-play aside from brute forcing it with flashlights that aura read all your traps and delete them faster than you can place them lol.
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@voiceofguns27 said:
https://forum.deadbydaylight.com/en/discussion/comment/2479624#Comment_2479624
It's one of many examples. I know about the chest searching build. I know it's not hard to farm that way, too. But, for killers, they have it a lot easier in stock piling as they don't have to worry about items. All they need are add-ons and offerings. So, for them already being in red ranks constantly after each reset, why would they need more blood points to keep stock piling add-ons faster than they can use them? Red ranks don't need blood points.
Honestly I'd rather see the blood web just have rarity tokens exchanged for addons (either for items or powers) of the same rarity. This whole lets spend 5 million blood points just so I can play with the addons I want is kinda rough
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@Chilli_man2400 said:
Dude it’s the first day try harder and practice and you’ll find a gameplay style for pinhead. People said deathslinger and twins were weak. Now there the most annoying killers to go against cause they have great strengths.
They're also basically useless without specific perks like M&A on Deathslinger, and even then it's a 110% killer that survivors can just outzone since they're only strat is typically a 3-gen on any non-indoor / small map. They can't afford to be runnin' all over the map lookin' for chases.
Twins is a cool concept, but one survivor can just hold their power hostage the entire game which is pretty bizarre when it happens because you're still one guy off gens and stuff but it's more than a fair trade for how outnumbered the killer is for 3/4 of the game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2477124#Comment_2477124
I think survivors being able to see the box cross-map is busted. The add-on where they have to be close to it to see its aura should be basekit. His teleport should also function differently. What's the point in teleporting to someone if it's gonna pause everyone's chain hunts regardless? He should teleport to interrupt them, not when the damage has already been done.
Agreed. Also the chains are pretty useless in a chase. It doesn't matter if the cooldown is super short if they don't accomplish anything lol, they should be twice as hard to break with twice the cooldown or something along those lines because right now you're standing still, the survivor is making ground, and then they break the chains just as you've made up any ground you lost using the power in the first place.
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@Toybasher said:
What's a reverse pallet stun? That when the killer lunges through a pallet, and they get stunned because the "back" of the pallet (from the killer's perspective) hit them?
No, it's when you're trying to bodyblock the survivor from dropping a pallet because they absolutely messed up looping and get stunned anyway lol. It feels almost as terrible as lunging through a pallet and hearing them scream bloody murder but no damage done because hit validation laughs in your face every time now.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2474270#Comment_2474270
Tell that to the people I'm unhooking. I crouch up to them, unhook them and they jump down and run through all the traps.
Maybe MMR will give you less braindead teammates, one can dream. When I play killer survivors are invincible bodyblocking maniacs that pre-drop every pallet while their buddies slam gens. When I play survivor they're braindead half the time urban evasioning lol. Granted I'm only r6 survivor, r1 killer :/
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Pinhead is simultaneously a worse version of doctor and twins lol.
His chasing power doesn't do anything in a chase - he stands still while summoning a chain that doesn't prevent you from doing anything other than a fast vault - but you can still vault. So it's a neutral or even negative in chase. Especially since they're made of paper and break as soon as they touch a survivor in any kind of chase/loop and they can hold m1 before they even land and break all 3. Compared to Shock Therapy where sure it slows you down a bit but you get a big cone in front of you through all obstacles that flat out prevents any interaction.
His Lament Configuration isn't Victor, it's not injuring or preventing them from doing anything really. Someone can hold it hostage all game just like they already do with Victor and even better, they don't give killer instinct on them or their team-mates and can still do gens and other stuff aside from an annoying chain every few seconds you just let go/dodge and hop back on.
I think at the very least everyone should see the aura of Lament Configuration at all times, even Pinhead. If you wanna hold the box hostage all game, you're painting a target. This would also kinda be incentive for not having the same survivor pick it up every time, and likely they'd be solving it while you're carrying a survivor to the hook or stunned by a pallet/flashlight anyway.
Everyone seeing the aura makes the puzzle box a genuine threat and priority as it should be, wherever it randomly spawns after it's either been solved or a chain hunt has started - also incentive for survivors to spread out on their gens which is optimal play to begin with, but will also mean someone's bound to be closer to the box than Pinhead himself and can solve it. You might think it's super OP but it's ultimately just a super weak BBQ on a single survivor at a time. Compared to Victor where teams will literally not care about being incapacitated and giving killer instinct on themselves and allies nearby the entire game lol.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2476287#Comment_2476287
There's just certain situations they can use DH where's there's no counter play and that's what angers me the most, Its not about baiting it out!
Exactly this. They can guarantee more loops out of any tile, be invincible and guarantee a fast vault, etc.. they can do whatever they want or even screw up badly in a chase and just completely ignore it.
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I mean, yea, also survivors auto-win at the highest level without restrictions on perks or anything if they're a decent enough SWF. Nobody's saying this game is balanced or ready for MMR. One can pray BHVR fixes things but it's been years. Just find the fun where you can lol.
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@Marc_go_solo said:
If - and I don't believe this will happen - but if all high-skilled players left because of this, then I would assume they shouldn't have been at the top to begin with. Probably because they fear sweat-squads or sweaty killers (I hate the word "sweat" in this context, for the record) will expose their hidden weaknesses. However, if someone is paired against a really good player or squad, it could be becquse they themselves are of the same ilk. So, people of highest skill will face those of highest skill and so on, so forth. Those of middling skill will face equal skilled players as well. It really can only be better than the mismatches we're getting now.
Also, there's no way to know what is skillful, since the devs won't be releasing that information. But they have said it's a lot more than a simple win/lose ratio, so it will probably take into account chases, escapes, average game results of actions within, etc.. It's a lot more complex, and whilst getting a high sacrifice or escape count will have some bearing, it's going to take much more into account than that. Also, this idea of "meta" needs to stop being used as an excuse for being beaten. Perks are worthless if the player does not have the skill, and if I can have 4k's against great survivors with combinations of Brutal Strength, Deerstalker, Distressing and Unrelenting, for example, then certainly many others can if they actually experiment.
This new system can only be a good thing for balance. Maybe not for deliberate derankers or people wanting to look like wannabe gods by slaughtering newer or weaker players, but people who want fair games and to actually be tested against similar-skilled people will have a much better time of it.
There's no easy way to determine skill, via coding in this game. The biggest issue is everyone at the top is just gonna be Nurse, Spirit, Blight. It'll make an already stale meta the boring status quo where every game you're in it's the same pile over and over. You're gonna see the same perks in every game because they're the most abusable or the only thing that lets killers stall the game long enough to at least get a few hooks or some kind of pressure before the gens all pop and the survivors BM at the gate or teabag at the hatch with their key.
The fact that BHVR said they hope this helps them balance the game is laughable. They've proven they don't have a clue how to play their own game or how it's being played. The content all over twitch / youtube is similar, even their fog whisperers are sick of seeing DS/DH/Unbreakable in every game. Every time a new playstyle emerges or a mechanic is exposed as being either too weak or strong rather than fix it they just release more perks to address the issue and then those perks get ignored because the underlying problems were never addressed and the same meta we've had for years remains.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2476235#Comment_2476235
They're used becuase of gen times. There is no need for second chance perks for survivors. Dead hard is way too common compared to those perks. Everytime I face a team at high level its always dead hard. And what else are killers supposed to use? Please tell me what perks are effective at high level I would love your opinion.
Lol, survivors won't listen they'll just call you sweaty for running those perks not realizing that if you don't run those perks the game is over in 2 minutes, 3 if you non-stop hook people without tunneling (have fun with DS) and even then at least 2 of them will teabag at the exit gates until the timer runs out. Assuming they don't BT/DH right out the gate off the hook covered by DS and/or spread hits out via protection hits.
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@Nocstin said:
Anybody who thinks dead hard is healthy the way it is. You definitely do not play killer at all or you are completely oblivious. It’s bull that a killer can guess right at a tile and you mess up but you get a to dead or and run the tile again. It’s bs that a killer can mind game you at shack successfully and you can just dead hard to the window. And y’all keep saying all this crap about how “you barley get any distance” or saying it doesn’t do much if you bait it yet in almost ever red rank killer game there’s at least 3 dead hards every game… I play both sides and I definitely think there are problematic killer perks but let’s not pretend dead hard ain’t a problem. That’s cringe
This. It's not just the i frames, or the distance. It's both. It's dead-harding through a well aimed hatchet at shack vault, it's dead harding to a pallet every single time you screw up in a loop extending the chase by at least another 15-30 seconds and your buddies pop the gens. It's a ridiculous perk. Sure if you're in an empty void / open rotten field you can bait it out and then hit after but that's like.. the absolute ideal situation that usually doesn't happen. It's used because it's guaranteed more loops of any given tile(s) against killer. Which on some maps is especially broken like Macmillan or Haddonfield where you've got a tonne of pallets within 10m of each other and like 3+ strong tiles next to each other.
It epitomizes the "Oh man, I screwed up better push this button" mentality of a tonne of survivor perks that just give them a free out, whether it's borrowed time, dead hard, unbreakable, decisive strike, or any other exhaustion perk since they have barely any cooldown and can be used in every chase. Even more so when survivors are taking hits for each other, because now you've wasted all your time and they'll go reset in like 8 seconds lol.
The only comparable thing killers get to a "damn I messed up I really need another chance at this" perk is NOED, which can be cleansed pretty quickly or before it even becomes an issue lol.
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I'd rather see Mori's removed as offerings because there's really no guarantee to using them (as opposed to stuff like map offerings usually, fog and xp offerings which most people use)
Just make the one that lets you mori a single survivor by your hand as base kit. Not the last one, not the first one, or x bloodpoints, or whatever other bunch of conditions. You get 1 mori. Use it wisely, hopefully on the person giving you a hard time in chases, or the object of obsession in some group of trolls.
Having 1 mori guaranteed isn't a big deal since the moris don't even save much time vs just hooking them the last time, and if you retire the mori offerings you're not worried about people stacking for 2 moris or completely overwriting/making the mechanic redundant with ultra rare moris which are honestly a wasted slot in the web usually anyway.
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@theplaggg said:
I don't get why Pinhead can destroy his own chains. Why is the killer punished for using his power? That's such a flawed design
I'd like to see you play Legion some day, lol. Most of the killers are punished in some way for using their power or require significant effort to get it. Because pallets and god windows/loops and so on isn't enough counter play for survivors, or long cooldown 1-3 conditions required perks aren't enough counter play for survivors lol.
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@DaBawb said:
Nurse is still in the game. That's my thoughts about it. If someone wants to master his buggy power then i'm all for it.
This, Blight was fun for like 5 games but over half your rushes you'll run into like 5 different things and then just lose your rush, eat the stun, and have accomplished nothing while giving survivors ground. Also if someone wants to use a bunch of their charges just to go for a hit let them, if they whiff they've got that much longer to wait for it to return. Dead Hard exists lol, you can literally push a button to be invincible while the killer eats a fatigue.
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@Mat_Sella said:
https://us.v-cdn.net/6030815/uploads/NJ3WPLRGAC7N/image.png
Survivors cant do gens and bodyblock at the same time.
Also if you had used Agi+Star you just run to the gen they're working on and hook them there. They can't bodyblock, they cant work on the gen, they cant save without immediately being downed, and if they want to work on a different gen they have to abandon the hook and run across the map. Now you have a hook and a gen to pressure with and the survivors are in a difficult position.
Sure that might work on Nurse, Spirit, Hag, and other killers that can actually follow up and down people, but aside from the "already benefit from starstruck" gang you're basically just forfeiting half your perks for the situation and delaying hook saves (if you camp, which is dumb) for like 30 seconds.
You're missing the point anyway, idc if people want to take protection hits or delay a hook, I care that I have absolutely zero agency in the matter unless I bring 2 or 3 perks specifically for that situation which is just completely absurd to even suggest is a solution against 2-3 people blocking at a time.
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@ArborTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2475709#Comment_2475709
Problem is that Wraith can move pretty fast around the map while cloaked. Not as fast as something like nurse or Billy but still enough to where this addon can easily be abused
So spread out like you would any other killer and congrats, he just wasted at least half a gen's worth of progress finding one of you and by the time he ends that chase 2-3 gens pop.
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The only thing survivors really "lose" in this is the ability to all run the same skin and abuse decisive strike for 20 seconds worth of free gen time or abusing obsession perks like STBFL.
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@ArborTime said:
I keep seeing this combined with the silent bell.
Why is wraith allowed free Wallhacks with 0 drawback while Meyers and Amanda have similar Iri add ons that are so gimmicky you only ever see them on joke builds?
I wouldn't mind this add-on if it actually had a price for using it. Right now there's no reason not to run it. Plus, it's only a purple. Why?
It's an ultra rare, it's fine. Unless you mean seeing auras, in which case.. it's only 12m, if you're running all over the map looking for auras just for them to SB/DH away anyway that's so much wasted time lol. 12m is just enough to see into an adjacent room on Lery's basically.
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I actually agree with this, gives killers at least an option when a haddonfield or whatever SWF brings key and map and doesn't wanna play the game - other than just dodging that no doubt toxic af lobby of course.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/277410/games-progress-way-too-quickly
The classic training wheels Blight Ruin Undying Tinkerer?
"Training Wheels" trying playing around midnight EST without that loadout lol, you'll be absolutely bullied and gens will be done regardless of how fast you hook people. Even if you get a hook every 30 seconds, which is insanely generous considering time finding survivor, first hit, second hit/down, and walking to the hook with them, gens will finish regardless. That's without even considering all the stuff survivors have to prolong or completely prevent chases/hooks xD
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@jamally093 said:
That silent bell is being used a lot more often why reason no counter also yeah people who say just hear for his noises doesn't work unless he's extremely close to you. Also for the speed boost horrendous with pallets i drop it early just stops unclocking i drop it when he's done phases through the pallet and hits me then gets stun.
Well yea, the silent or non-directional bell is borderline mandatory to play Wraith lol. Otherwise everyone just exhaustion perks or holds W / vaults away the second they hear it. Same thing with Legion lol, oh no there's a terror radius and I've probably got killer instinct on me, better hold W because there's nothing the killer can do about it lol, funny self-stun.
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Lol, the totems will spawn next to survivors spawning in, next to gens they're going to want to do, or in killer shack or gyms etc.. which they'll want to loop anyway. Don't use hex perks unless you're playing Nurse or Blight. Even then, bring Pop for backup because they'll still be cleansed quickly because people assume you have ruin undying as Nurse, Spirit, and especially Blight.
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@Seraphor said:
Survivors repair at 1c/s and it takes 80 charges to complete, which means each second of repair is equal to 1.25% of the total progression.
If it takes the killer 2 seconds to kick, then tit-for-tat that should equate to 2.5% regression. Rounded up to 3% would be perfectly fine seeing as you have to commit to the kick animation to actually trigger regression, so accounting for player reaction times it's closer to 3 seconds anyway.
3% instant regression would be perfect. That would at least mean your action to kick the gen (minus any excessive travel time) is not wasted, even if a survivor jumps back on it immediately.
I'd rather have the 5% base kick or 1 c/s base regression. Then we can finally nerf / move on from this extremely stale ruin + undying + tinkerer or corrupt + pop + tinkerer meta. The fact that most killers literally cannot play the game without the above combinations isn't just boring or feels bad, it shouldn't have been an accepted design decision in the first place.
Automating regression via surge, eruption, I guess Oppression but that's a useless perk because of the 80 second cooldown should be a nice bonus, not a mandatory cost of entry to killer. Ruin (or in bursts via pop) regression meanwhile survivors can run all kinds of interesting builds (but of course most still run Exhaustion + DS + BT)
I'm honestly sick of not being allowed to the play the game unless I have Corrupt Pop Tinkerer or Ruin Undying Tinkerer. Unless you play this game for a living you're going to get absolutely stomped and bullied, teabagged and bullied in end game chat in the majority of your games, especially the later in the day/night it is. I want build diversity and for the base game (ie survivors with no perks vs killer with no perks) to at least function before we start throwing perks in the mix and balancing around all these stupid bandaids we're forced to use.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2474376#Comment_2474376
Survivors complete 2 generators within 1 minute of the game, not 4-5. It's most definitely the early game that needs slowing down. Games snowball one way or the other, so the early game is where it counts. Lose 2 gens in a minute and you've probably lost the match.
3 gens can't be too oppressive, otherwise you get a stalemate, survivors refuse to do gens, then you or they end up holding the game hostage.
3 Gens need to be oppressive, that being said, you can just leave the 3-gen and heal/reset ad infinitum and rotate out whoever needs to waste the killer's time as even 15 seconds worth of chase at a time is more than enough for the remaining survivor or two to make progress on those gens, reset, etc. Yeah it's annoying particularly depending on which killer you're on, but you're not blameless for ending up in that situation in the first place.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2474362#Comment_2474362
I disagree, I think that 1% would be way too little and I think that the end game should be more intense. The killer should be at their strongest towards the end of a match and I think my idea would work well. A 3 gen scenario can be avoided as long as the survivors pay attention.
I also think that early game generators should go by quicker since it gives survivors a chance to split up on generators, I think that it is okay if the survivors complete 2 generators within 4-5 minutes of a game because that is expected at the early stages of a match.
I mean 2-3 gens are done within 60-90 seconds even without perks/items; usually before you can even cross the map and get your first down. You either snowball, stall, or lose. People seem to forget that the vast majority of killers are basically powerless against survivors just spreading wide, and having to spend 2-3 of your perks just to play the game shouldn't be the accepted standard. Having a 3 gen be slightly stronger just because of base regression is a non-issue, for reasons stated a few times in previous replies. It's almost zero effort on a survivor's part to stop regression and undo any that was done anyway.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2474330#Comment_2474330
It would make more sense to always have a 5% instant regression penalty when kicking a generator and to bump up the regression rate to 150% at base. It wouldn't be too strong either since the counterplay would be to spread out on generators.
Ruin would still be a great perk and would be a sort of extension to the killer's abilities.
Yea, the forum deleted my reply which sucks but anyway the killer is almost always going to be outnumbered, and it takes no time at all for any survivor to stop regression - they can even repair while you chase their buddy next to the gen they're on completely undoing whatever 2-25 charges of regression might've happened due to you kicking or perks taking effect.
Kicking a gen should at bare minimum make up for the time you spent going there to kick it, if not some of the time spent in chase / hooking and stuff. Perks should enhance this, not be a basic requirement to even get a chance to play as killer (or the vast majority of them anyway)
3 Gens absolutely should be oppressive, we can't keep coddling survivors like they're brain dead animals that can't do anything other than hold m1. You should have to put at least some bare minimum of thought into the game like picking what gens to do with some strategic value (ie breaking the 3 gen, even if only one gen is far from a pair instead of all 3 being super spread out)
If you're in a 3 gen it's not like you have no options either, the killer for the most part can only chase one survivor at a time, and that means whoever isn't in chase is immediately repairing. Even 30 seconds of chase or eating like 2 pallets is enough for 2 survivors to basically finish a gen so if you go to chase someone else either because they're hooked or too good at looping the game is over either way whether everyone gets out, or even just 2 people get out by going to opposite exit gates forcing the killer to waste time searching, etc.. until one is open and people leave.
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I disagree that regressing a gen to zero quickly is a bad thing or OP At the end of the day, it takes no time for a survivor to stop it and there's going to be more of them than you. Most of these perks have little to no impact as is so buffing regression doesn't really make them "problems" it just makes them useable. Right now they aren't outside of specific killers or against survivors that haven't even learned the game yet.
Killers need the tools to delay gens beyond just tunneling or slugging and snowballing (ie via instadowns against dumb survivors that don't spread out at all which shouldn't be the focus of balance anyway).
The sheer number of perks and resources survivors have to remove pressure and completely remove entire strategies/tools of the killer far outweighs the the difference making base regression go from 0.25 to 1 per second. This is all without even mentioning map balance like pallets, or sheer size that all the gens pop before you can even get across the map a couple times.
It's hilarious that you're supposed to patrol gens to find survivors and kick them and that's like the core mechanic if you're outside of a chase and it's just completely broken lol. Most killers can't patrol, they need to initiate chases asap. Most regression perks outside of the above 2 combos won't do absolutely jack against any survivor just coming by and tapping the gen or getting back on it while you chase someone else even right next to their gen lol.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2470712#Comment_2470712
Well, when there's like 6 around a hook and then you unhook.... But, truth be told, I don't bring flashlights a lot anyway, so my ire mostly comes from having to squat past traps and then having them activate on unhook.
They won't activate on unhook if you hold crouch lol, straight up. You can still interact with whatever you want, heal, repair, unhook, cleanse totems, it's specifically running/sprinting next to a trap that sets it off.
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I think something simple like making combat straps base kit and spawning the key after they've searched at least one box would be simple enough to implement and at least slightly reduce the RNG of her traps so people aren't popping their trap off on the box right next to the hook.
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@AGM said:
Then stop expecting free hits through pallets?
The previous system favored killers as their client had the final say on whether a hit counted, with no input from the survivor's client. Now the server is the referee. So no, you no longer getting bs hits through pallets does not make the system survivor sided. It's literally as fair as possible.
What is bs, however, is the killer receiving feedback that they got a hit when they didn't. That should really be fixed.
Also, I play plenty of killer and still get plenty of hits at pallets, and only have my hits rejected rarely, like once every couple of games.
It's not a BS hit if they can't use half a brain cell and drop the pallet early or time the stun lol.
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I don't think straight up removing the ability to pick up a teammate until they use a perk is a good idea, but DS/UB is still a pretty OP combination that will consistently cost killers games, even when they're not being run by survivors in the game because they're simply so meta/ubiquitous. Unbreakable will single handedly shut down the vast majority of killers because they have no choice but to slug usually the longer a game goes on because they simply don't have time to hook because tinkerer or whatever is popping off 2-3x a second lol.
I think a decent nerf would be making Unbreakable disable Decisive Strike if you heal yourself out of the dying state, as right now I don't think it does and it's so easy to abuse :/
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@luvcraft said:
not that I'm complaining, but the primary function of BBQ is already super powerful, and then it also has this bonus on top of that.
Were BHVR worried that without the bonus people would use it to facecamp or something?
The primary function of BBQ is insanely easy to counter, either by going in a locker, getting within 40m, or hiding your aura behind the aura of a generator. It's one of the easiest perks you can just "assume all killers have' and completely deny lol. Besides, survivors have We're Gonna Live Forever which has a pretty strong effect (literally double the heal speed for downed survivors) on top of BBQ style bloodpoint gains. Each side has a bloodpoint perk.
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@SleepyWillo said:
Tunneling has become so bad and the only defense is DS. But if you use it once the killer knows you have no protection and can just tunnel you without consequence...
Absolutely not. It's already a game defining perk even if survivors don't have it killers have to assume every survivor has Dead Hard, Decisive Strike, Borrowed Time and Unbreakable. It will literally cost killers games even without them tunneling lol. The stun is ridiculously long and reliable especially if you're spamming noise notifications and hiding in a locker or body blocking / taking protection hits knowing you're basically invincible for a minute.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2470620#Comment_2470620
I'd be OK with it if the hag maxed at say, 5 traps. But as it stands, they can put so many traps that it ends up not mattering. You'd spend so much time nullifying them that they become a delaying tactic for, let's say, unhooking.
How long is it taking you to delete traps lol, any loop that's trapped is nearly instantly safe
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2470540#Comment_2470540
Right, but I still see those as disadvantages... But sure, you do get trapped by trapper traps (did I just type that??), so sure, that's an advantage. But hag just seems way better as a 'trap killer'. And teleporting to the traps that you set off during chase seems at least just as useful as immobilizing the survivor with trapper traps...
Yeah I'm not saying one is way better or worse, I'm just saying they have different strengths and it's not a straight forward comparison. I strongly think that commonly available items shouldn't straight up remove/counter killer powers. It feels especially bad on killers that have to waste time "setting up" their power just to have it all gone in just a couple seconds.
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/comment/2470507#Comment_2470507
Practically speaking, usually the hags I go against just cluster traps around hooks and occasionally generators. they have so many traps and don't even have to gather them or anything. I again mention that trapper is only really a ######### hag. Hag has more traps. Hag doesn't have to pick up traps. Hag can teleport to traps. How is trapper even viable with hag as another killer? Can anyone tell me any advantage of playing trapper over playing hag? I think that hag traps should be even easier to defuse.
Lol that's a good way to lose as Hag, basically the same thing as face camping. Set a wide net and try to herd survivors. Trapper has their own tools so it's not a totally fair comparison with Hag because his traps can't just be flashlighted, crouched over, or set off on purpose mid-chase/carry by the half dozen. His traps also injure for you, no cooldown, no chase, just immediately injured AND immobilized if they didn't disarm it or dead hard over it. The downside is he can't carry 10 at a time and has to pick them up in the level.
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Pretty sure games like VALORANT and so on can determine if someone D/C'd by alt-f4ing (ie it just sends a close command to the program) or ending task vs "hey, our server is actually having issues, a bunch of people just dropped simultaneously."
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I'd actually rather have less maps but have them play really well. Remove RPD and Haddonfield instead of Hawkin's. Redo totem spawns on the maps so they're not literally next to gens or survivors as they spawn in.
Once we have a good baseline, then add maps and maybe playtest them properly / make sure the map is fun for both sides
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I don't care so much about infinite tier 3, I care that he doesn't even have to down you to mori you, doesn't even have to hook you ONCE to mori you. That's wild man.
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Yeah this is ridiculous. I got randomly DC'd earlier today and told I couldn't reconnected despite having internet (Talking to my duo friend on Discord she was still in the game) and I got back to a 5 min penalty. If it happens more than once that's straight up bad. Like really bad. Like 15 minutes, half an hour, or several hours. Just completely shut down your ability to enjoy this game in your free time because of something you have no control over.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2470214#Comment_2470214
You said in this post the main diffrence why you can find survivors during corrupt and you wouldn't during this Early Collapse - Some gens aren't blocked.
Because gens aren't blocked the survivors can actually do something (and they "reveal" their location if they do). The two things you could do during Early Collapse is totems and chests (which only hexes give a notification of any sorts)
Fair point, Corrupt can often screw up and have 2 gens blocked on one side and 1 on the other which makes it largely useless. So maybe have it block 4 or 5 gens instead of 3 in exchange for the halved duration. That way the survivors are given incentive and kinda know that whatever gen isn't blocked is "the 3 gen" and is worth breaking or even just knowing where it is to break when the opportunity arises. This way there's less desire to just hide in a locker until you get crows XD
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2464733#Comment_2464733
There's no reason Tinker needs to be limited in how times it can proc. If the killer can regress a gen below 70% they should be able to get their perk to proc again.
And so what if a blight is running to every gen that procs tinkerer? They are dropping chases and not getting downs if they can do that. Which survivors can counter by splitting up and forcing multiple tinkerer procs since the blight will have to give up gens since even with his mobility it's impossible for him to stop 3 gens at once.
If you are having an issue with Tinkerer + Ruin, find the totem since manually kicking to get gens below 70% takes quite a while and wastes the killer time if a survivor stops the regression before it gets below 70%. Pop only works on a single gen at a time and only gets good value if the killer is getting quick downs.
This. If you think Tinkerer is OP you don't know how to play against it. All it does is tell you a gen is almost done. If it procs 2 or 3x you're just done for. There's nothing you can do in that situation but pray you've already killed someone and are near another down to force someone to come for the rescue and maybe get an exchange or someone dead on hook.
Good survivors will know right away if you have tinkerer and will abuse the ever loving crap out of it and basically "69%" gens so that you're just screwed no matter what you do - chase, push one gen, whatever. It's just game over unless you're insanely fast like blight, nurse, spirit, and have insta-downs or something at the time to snowball immediately (and can pull it off since the survivors are all expecting you anyway)
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@bleep275 said:
https://us.v-cdn.net/6030815/uploads/4FV9TCAHM1KA/20210902-180854.jpg
How is this In any way fair for the killer? Start of the match my first thing was to head to that totem and there was a survivor on it. It's an automatic perk loss for killer
There are only two hex perks worth even debating running.
Ruin and Devour Hope. Undying to preserve them but really it's just another 30 seconds or so.
The rest either don't do anything, or don't do enough to warrant being a totem in the first place.
Even if the totems don't spawn like the images above (which lets be honest, is all the time) there are a tonne of perks, maps (even without crystal bead) and just general intuition with enough play time that they'll get removed even if they don't spawn in the open.
People can preach about negative bias but the fact is you're gambling against a stacked house.
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@Horror said:
https://forum.deadbydaylight.com/en/discussion/comment/2470356#Comment_2470356
True bit sometimes it's more a out making the killer feel unique and fun to play than purely effective.
If there were 4 zombies that all gained buffs depending on number of people contaminated I would mind the print burst so much as the survivor has to either carry on with gens knowing zombies are now faster and actively tracking them Or spend time finding a limited cure.
4 zombies if they just fixed the damn pathing would be wonderful. That's (albeit broad strokes) intel in various parts of the map and they can potentially harass hooks/gens which if people are contaminated means it takes 2 people to work on that gen because one has to lead the zombie away and it isn't just getting immediately stuck somewhere
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I don't think it'd be that useful for the killer outside of chase, but it'd be hard to balance something like that in chase too since it'd effectively shut down looping for a moment.
It has potential though, maybe your next basic attack after hooking a survivor blinds the person hit as though they were flashbanged or something. Or whoever unhooks them is blind instead for a bit.
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I would honestly love it if they removed keys. It's already 5 gens vs 12 hooks, and they get a huge head start at the beginning potentially popping 2-3 gens before you even really get to play or do anything as Killer.
They made it so Moris could only be used on the last hook, and they're kind of hard to use if the team just lets someone die on hook or you get a body block sabo squad or w/e. Keys are just brain dead lol, the entire team can hop out instead of going to the gates. It punishes you for doing your job as killer as the second you kill anyone the rest just escape.
Mori's only let you kill 1 survivor, and only on last hook so they were dead anyway.. Keys let all survivors leave the moment they're used and the hatch isn't hard to spawn because you just need more gens than survivors alive.. It's beyond busted and the survivors will quickly force a 1k or 2k and you're left feeling like ######### as killer, especially if you're chasing them and suddenly they see hatch and all disappear in front of you while you get a hit or two and they're teabagging during hit recovery. Just dumb all around.