Terrortot
Terrortot
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@CorvusCorax86 said:
I have just returned to DbD after a couple of months hiatus. I've been enjoying the BBQ event and while the survivor experience is pretty solid for me I've been struggling with my Clown.
I use the following perks:
1) Nowhere to hide
2) Blood favor
3) Bamboozle
4) Lightborn
Any tips, advice? I noticed when there is a 3 or 4-player escape survivors have Prove thyself or Deja vu. Lots of perks that enhance gen progression. My chases are fine but in case the hex is found I have a difficult time.
Is Lightborn a "weakness"? Should I learn playing with the risk of a flash stun?
Any tips are welcome.
with clown ability, i would drop either bamboozle or blood favor, instead I would use Starstruck. So you could synergize kicking a gen, seeing who is in radius/hitting to trigger bloodfavor, then know where to go if there is any starstruck (hitting a gen before picking up would be most effective) especially prethrowing some speed on hook :)
I kinda want to try this with lethal pursuer now instead of bamboozle/blood favor <3
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Bump, called it
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I miss old Freddy. I wish they could have gotten that original ability concept down to a playable level. What it changed to is still fun, but the Perma invisibility and inflicting sleep was an entertaining concept
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I think it was bugging out, so it was removed for a long time.
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First thing that comes to mind was Freddy's release π Using your power and waiting like 5 seconds for them to fall asleep so you could actually injure them was painful.
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@Raccoon said:
Previous topic had the vast majority of players saying it was fine.
Interested to see if opinions have changed.
My answer - Yes
I main killer, never cared for it myself. It's a "I can't win the game so I should get one down at the end at least" mentality, when a good build will play out the full game (usually expect one to get hatch).
As survivor, it sucks getting popped with noed every time. Just depressing and sad, with rare exceptions it means someone on the hook and no end game rescues.
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@Miles said:
Look, i like this game, and im generally not the first dude to be this pessimistic, but for gods sake man, this is not enjoyable.
I already could only run the same 4 perks in the same 2 killers because if i did not this damn game was not enjoyable at all, now that they added even more ways to screw over totems after literally getting a brand new perk only for that. Which screws over half of the perks on that damn build. And on top of that, i cant even play the killers i want with a EVEN WITH a meta build because the devs thought it was a good idea to NERF LOW TIER KILLERS on top of adding 2 new bullshit time wasters. All of this on top of literally removing EVERY GLIMPSE OF A CASUAL MODE IN THIS GAME. I seriously cant anymore, im done.
I can see that, without gen slowdowns games are done too quickly. Boons make it difficult to track/keep survivors injured (which also slows down the game)
Then again I main nurse now and none of that really matters with Sally. I throw on haunted and undying and wait for that blessing to pop.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2601172#Comment_2601172
Its because he need 3 hit to down someone and that is if you commit to the chase. Nemesis is just an inferior pyramid head in every aspect
Tentacle is situational, doesn't need to be used all the time. T2 breaking pallets or hitting survivor plus reach lowering chase time on infected is great.
I run the perk that makes it only two hits to get T2 and the one that removes one vaccine, then a couple notification perks and gtg.
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Hawkins always motivated me to play Myers, it felt like playing a different game and is always a treat to go against.
Hopefully I'll still get the same effect on lery's, haven't tried yet.
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@gatsby said:
The bloodpoint rewards are a literal joke. And MMR makes climbing harder than ever because you never really get "easy" games to blast through its just the same difficulty the entire time. Seems like there's literally no point to playing a lot of games
The BP reward is the minimum we have been asking for, for some time now. I wouldn't put it past eventually getting a cosmetic reward of some sort in the future as well.
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A step in the right direction, although would have rather seen it killer sided and new objectives for survivors.
Reminds me of when I got excited about special gens/hooks during events, then we got the flowers... Wasn't very thrilled because I expected more.
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So... Just like before MMR?
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@Dustin said:
I would make Doctor hallucinations meaningful instead of all of them just being a variant of a tracking tool. Survivors are deceived into seeing other survivors working on a generator, a fake Doctor running at them around corners, incorrect progression on generators, fake totems, survivors going down when they aren't.
If a survivor has gone mad they should feel like they've gone mad.
It would be cool if T3 caused gen sounds to reverse (unworked gens sound complete and vice versa) or hear injured survivor sounds randomly at close ranges
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At this point 3 blinks isn't really necessary anyways, this would just mind game dead hards. Which can be mindgamed already with a precise first blink.
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@EndlessTorment said:
This should be added in mid-chapter imho. It makes actually sense for the survivor not to be aware of the killer when they have this effect.
Agreed! All other statuses shut down other perks appropriately, this one bypasses them.
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Slinger would have been better off with a lullaby instead of the TR changes to be more in line with other ranged killers such as huntress. The delay seems tentatively ok although running erratically was a fair point of being chased by someone with a gun.
Mind breaker sounds more interesting, now that 5 seconds slowdown does not start until killer is physically visible or heard, might start using this for jumpscares although some killers do this more confidently with their powers.
Boons seem like they will be a headache and conflict with killer hex builds; I personally use a 4-5 totem setup often with thrill/undying/retribution/haunted grounds. Maybe increasing the totem count would be good?
Overall pleased to see addon reworks, for better or worse. Many add-ons collect dust, I would love to see more unique uses outside of increasing base powers of killers (like nurses return to original location addon as opposed to basic range/cooldown add-ons).
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2522358#Comment_2522358
Needs NOED instead of BBQ to truly be meme worthy.
Not muh barbyq! I'm a bp #########.
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@SweetTerror said:
Decided to give killer another go, and it's still a sweatfest for me. I miss not being able to use meme builds. I used to like running with chase builds because the chase is what I found the most fun, but now thanks to SBMM, all gens will fly within a matter of minutes.
BHVR is all about statistics, and no doubt thanks to SBMM they will notice just how heavily used gen defense perks will now be. They were always popular before, but now it's a damn near necessity in order to just tie. The MMR should also highlight just how ridiculously strong SWF can be. If the game detects people playing together, the killer should get some kind of a buff. Have bloodlust start early, something, anything to help counter that situation, because nothing a killer brings into the match can properly counter a well coordinated team on comms.
There's other stuff to have fun with, gens be damned. I was doing the exposed challenge on nurse today, ran bbq/myc/haunted/undying. Someone told me in endgame chat it was the scariest nurse game they had. Was alot of fun watching them haul ass away.
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@latinfla4 said:
Honestly not worth the stress, the lies of individual killer sbmm, the long lobby waits, etc.
The BP you earn can be earned in the same amount of time you wait in 3 quick gen rush matches.
I personally enjoy it, recently with nurse and pinhead. I mainly play survivor for archives and dailies, survivor side feels slow. Someone is in a chase, I work on a gen. Someone is hooked, if there is someone closer to unhook I work on a gen. Chases are a bit boring as well as survivor.
Killer requires me to think more about who to chase, what gens to protect, what areas to zone survivors into that become unsafe as the game goes on. I enjoy the mental gymnastics playing killer.
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His active chain power doesn't feel like it does much. It can slow down pallet use during a chase or scout a gen further away, that's about it though.
The lament box on the other hand, active chain hunts are great. Plus, having a survivor oblivious holding it is nice if you go for a build that focuses on chasing them down to get the box.
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@JohnWeak said:
Killer stun after a successful hit = 3 seconds
Survivor boost speed = 2 seconds @ 6m/s = 12 meters
Remaining second distance = 4 meters
So after a hit, if the survivor goes straight, there is a 16 meters distance between the killer and the survivor
How long does a standard killer will need to catch up ?
T = D/V = 16/0,6 ~ 27 seconds
Add one dead hard to go to a pallet and the initial chase time, and you are around 70/80 seconds without any skill requirement.
While true, objects block the path as well and getting near dead zones means arcing, while also possibly running through other survivors. Lack of pallets/safe areas as the game goes on also changes the distance you can really get from the killer.
The first chases can seem like eons though, I like to use that time to clear pallets/check for unsafe areas to zone survivors into later. Especially if that area becomes where the remaining gens are end game.
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The day I stopped trying to be like my favorite streamers and have expectations for my games is the day my games became lit!
Comments in endgame chat are still cringy at times, but I have alot more fun now.
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Steam is having platform issues, apparently this is normal maintenance time but something else is wrong.
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@Mooks said:
What? Who is Ralph?
A very good huntress streamer.
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@Myla said:
I really don't get it. Can someone explain this to me?
So experienced players are complaining they go against other experienced players? but it's all giggles when they're against inexperienced players a.k.a the fun matches?
Your definition of 'fun' is probably someone's misery by the way and they weren't having 'fun' in that match. Some people also use the "I want to try new killers" excuse, So wait you're inexperienced with the killer but gets pissy when you get steam rolled by survivors? What? Shouldn't you be accepting defeats to get better or you just want easy wins after easy wins against noobies? Trying something new and you're unfamiliar with but also wanting to win every time is absolutely bizarre to me.
What is the middle ground on this?
Before SBMMR, I played well enough with a few killers to get red ranks. These killers have most perks unlocked, plenty of addons to play around with, and my experience with them. Playing new killer doesn't necessarily have all that and I am basically starting at maybe a rank 8 in the old system. The SBMMR has allowed me to play enough in those first few games to build up experience for harder matches and level up the killer a bit, which is actually fun. There is a different play style at the higher skilled games than everything below it, the higher skilled games are very predictable on speed and difficulty of downs.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2498221#Comment_2498221
πππ
Play it smarter.
No one is telling you that you need to solve it immediately.
Remember once the box is picked up, they carrier gets the chain hunt while the rest is chain free.
If you have an idea pinhead is using hoarder, than simply pick it up walk to a locker and hide.
No chains will spawn for you and you waste his time searching for you.
And most likely he will not even check the lockers either.
Done that multiple times now and got away with it easily.
Wait till he's gone, get out and run towards the other side and solve it.
There problem solved π
There is always some kind of counter play, but chances of all 4 survivors using same counter play are slim. It is what separates good from great survivors/killers.
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@pizzaduffyhp90 said:
I've been hearing and seeing some players say to others that oh you're a bad killer because you run Ruin, Undying, Tinker, Corrupt, BBQ, NOED, etc or you're a bad Survivor because you used DS, BT, Unbreakable, Dead Hard, Spine, etc.
The people that say this stuff just need to stop if they wanna use it they can use it who cares if they're bad they're just playing the game. Ruin helps slow gens BT helps with unhooks don't be just throwing hate at a player because they use a certain meta perk or something you don't like.
I think you should be using the most effective perks for your killer/survivor. That's what they are there for. Undying was literally made for pairing with ruin to counter how fast it goes down most of the time. Mentioned survivor perks were made to counter being focused by the killer too quickly. Why gimp your character?
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@Ssajbambusa said:
PinHead running Hoarder is not even this good xD. Stop sheepishly repeating after streamers. Oh no... I picked up box... he now has general idea of where I was... sooo scaaaaryyyy. Use Spine Chill if you are so scared.
I did miss frosty eyes on Slinger though. Sad :(
Disagree. Hoarder alert means I can start making my way to an oblivious survivor and franklin the box before its solved. Injured/dying survivor plus chain hunt is painful and effective. Working on gens during a chain hunt is the most annoying gameplay I have seen yet.
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@VikingWilson said:
18 matches and every killer was wearing frosty eyes. 18 in a row and, I will say, I'm thankful, in that streak, to not deal with a Pinhead running Hoarder.
All I have is frosty eyes and pumpkin head nurse, so survivors get frosty eyes until october 1 βΒ―\_(γ)_/Β―β
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@miketheratguy said:
Hey all, short and sweet: I've been running a super NON-meta build for six months now because it fits my playstyle. In short, creeping in the shadows and cat and mouse play. Lots of information perks. But the problem with this is that if I'm caught, I'm essentially screwed. So with three perks pretty much forming the nexus of my gameplay style, I was wondering if anyone had any helpful suggestions.
My current build: Bond (non negotiable), Kindred, Dark Sense. The 4th perk is usually Prove Thyself so I can pick up some BP scraps and help with coop actions because, contrary to popular belief, not everyone who avoids direct confrontation just hides in a corner and doesn't help out. I just prefer stealth to chases. To me, PT seems like the relative weak link and I wanted to see what the rest of you thought.
Things to consider:
- I prefer for the last perk to be something that either aids in defense, provides a good boost to aura reading, or helps me to easily earn more BP. Part of the sacrifice of a stealth build is losing boldness.
- Please, no comments like "why do you play like that" or "immersive players are lame", etc. That's not what I'm asking and I'm just going to ignore those comments. As I said, I participate. Greatly. I'm often picking up the slack of hatch-campers and combat-rushers, in fact. I have my playstyle, others have theirs. I'm not saying mine is "right". It's just right for ME.
I'm open to any perk discussion and suggestions. I have all survivors so nothing is off the table. Thank you for any advice!
For that kind of gameplay I would scrap that combo, go Counterforce/Openhanded/Kindred/(WGLF for points or Any Means Necessary) Since you will be off gens immersed, this lets you reset the pallets and remove tough hexes. I would suggest Alex's toolbox to sabo hooks since you will most likely be near a chase and can do sabo saves or maybe even pallet saves.
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Just blink to the survivor on their side of the pallet, never misses.
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@latinfla4 said:
As a survivor I understand why killers do it (1 in chase and 3 on gen means the killer usually loses even more with low mobility killers).
As a killer (when I get matches...some days I dont feel like waiting 15+ minutes) I will injure all of you as much as possible and tunnel the weak link as quickly as possible to make it a longer and fairer match.
What are your opinions? Do you see it more in both roles?
Edit: In theory it will force survivors to learn to loop use ds more and groups to use borrowed time.
Taking someone out early is efficient, just like pumping gens separately. I angle for protecting a endgame 3gen and/or removing one survivor quickly. Every game I do not ends with gens completed too fast and everyone on second hook.
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@Steel_Eyed said:
I wish they kept the objective bonuses on Nemesis as well with his release. 800 objective points on initial viral infection hits.
Ive noticed Pinhead gets the lament configuration bonus multiple times in a match. Including closing the hatch.
Easy to get with offering, makes box visible to killer
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@JustWhimsical said:
Is anyone else getting coldwind farm all the time, someone please make me taller so I can see over all this dang corn, who left all its corn here anyways?! I like corn, but not this much corn! >.>
Yes! Getting corn significantly more often than other maps. My eyes feel like they are growing out of stalks.
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Hardest part of Nurse is learning to chill and use blinks properly. You don't get to do that with the old system against red rank survivors, new system you can.
Another is learning what your blink can and cannot do. Some maps are a nightmare only because you cannot use your power through alot of it and that gets exploited.
Outside of that, nurse game for survivors is about knowing when to juke and when to break line of sight. If you won't do that, you're dead.
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@KayTwoAyy said:
I'm really enjoying Pinhead. ...but only with Engineer's Fang and Greasy Black Lens add-ons.
I've been running BBQ, Thana, Nurse's and Deadlock, and I'm 4king every single game. Deadlock could be switched out for Hysteria or Sloppy, and I'm sure I would see just as much success.
The issue is, this can't possibly be much fun to face as survivor. Many teams have d/c'd against me, the way people often would against Iri Head, and those who stick it out find themselves in a no-win situation.
Thana pressures the team to heal, while Engineer's Fang allows me to take a health state for very little effort--therefore rendering the decision to heal a complete waste of time.
Pinhead's basekit power is rather underwhelming. I've hit 5-6 chains back to back against survivors out in the open and will still find myself struggling to close the gap faster than if I just held W. The chains are too easy to break, especially against the environment.
I've had too many issues with hit recognition to play him and how chases don't want to start often.
Possessed chain is a little underwhelming even at pallets to really be worth it. I mostly use it for the sake of using it rather than any benefit of slowing survivors down.
Overall I hope he gets some tweaks, had to put him on the back burner for now.
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@latinfla4 said:
Title...
For me personally I am either thinking of rushing both sbmm to the limit and play something else afterwards or only playing my daily survivor and killer and playing something else...high killer wait lobbies and stressing every game is not the "casual" game I paid for.
Definitely playing more than I usually do because of the MMR. Games are way more balanced and I am more comfortable playing different killers.
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@SPADESinst said:
I'm slightly curious to know how everyone's SBMM experience has been other than my own.
Hopefully, it's not all negative, but my matches so far are a mixed bag. I don't wanna say I'm 100% okay with MMR yet. My survivor matches, most of the time are great. My teammates actually pressure gens and I rarely go to the second stage on my first hook. Some matches are questionable, where I just put with people who are completely new to the game and they aren't that much of a help against a killer with the same amount of hours I have.
Killer matches are slightly on the "Eh" side. I haven't been playing killer as often, but whenever I did it was hard to say if I should be placed against these types of survivors. I do get placed with survivors with way fewer hours than me, sometimes don't even have perks whenever I play one of my less played killers. Though, playing with the pig is a lot harder challenge. Sometimes I barely win my games until the best survivor makes a mistake/gets greedy. It was a given since pig isn't that good of a killer. The only plus side is being able to play other killers now.
How has everyone else's been?
Nurse main now π. Gave me time to chill out and practice her blinks against survivors obviously new to her as well.
I can tell when the MMR starts ramping up because there are more jukes, but I still 2k or 3k normally thanks to getting some quality practice.
It has also made me more interested in playing other killers as well although I kinda don't want to stop playing nurse now π
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@ezmindgames said:
Most of the time the killer can counter this by just turning around and i dont see the real purpose of this, i was wondering if i was using this wrong or something?
I drop them for saves when killer doesn't see me, ie around corners and walls.
Killer downed someone upstairs on Ormond and I dropped it on the ground below as they came down.
If you can get to the right hook you can usually crouch down by it and drop it, killer will think you are just blocking/sabo.
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Probably same way as people used to derank in old system, load up and insidious in the corner.
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You get a red grade over time now, it means nothing compared to mmr. Showing a variable that only goes up or stays the same now is moot. As far as MMR goes I play against increasingly better survivors and have enjoyed it.
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@OniWantsYourMacaroni said:
Using Pinheads power at longe range is completely useless.
You don't gain any distance on them and lose even more if you miss
This. Atm I only use it at pallets/long halls to mind game the pallet.
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@LiunUK said:
harder matches, longer queues and less fun?
dbd is probably the only game that has an mmr system that dose not reward the players for reaching high mmr or even incentivise them to do so.
Don't think the focus is on a tangible reward for improving, only quality of the match you are playing.
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@justbecause said:
I used to play 50:50 but now I'm gonna play 100% only killer I can't handle teammates anymore they seem worse than bots and it's frustrating and I'm just done with them if I lose as a killer blame on me but I'm not depending anymore on teammates who can't use logic to save their lives and get me killed all the time thanks for listening to this rant now which killer u reccomend the most?
Scratched mirror Myers or Amanda's letter pig 10/10 best fun in game.
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@Astrian said:
I am speaking specifically on the survivor side.
There are a lot of survivors complaining about Skill Based Match Making saying they get bad games now and it's not fun for them.
I personally have had the exact opposite, Survivor games are fantastic for me, people are actually trying to win, doing generators, saving their teammates, not getting downed in 2 seconds, many different, skilled killers being played like Hag, Hillbilly and Huntress. This is great!
I started thinking about it, and realistically, the only people who should be negatively affected by Skill-Based matchmaking are:
- Very High skilled people who will now get paired with equally high skilled, sweaty people
- Low skilled people who think they're good, but actually aren't
Now, I'm not trying to accuse anybody of anything, but all I'm saying is, most people probably aren't the high skilled people like Otzdarva or any content creator like that who have thousands upon thousands of hours in the game.
All I'm saying is, my experience from the tests that BHVR have put, says that the new matchmaking is doing it's job. I see a lot of other people who have had great experiences with the new matchmaking as well, and they all say the same things I do.
For those that are skeptical of the matchmaking, give it a try. You might actually like it.
For those that have had a negative experience with the matchmaking, maybe that's just where you belong :)
As for me, I am sure I will thoroughly enjoy SBMM when it is reimplemented into the game and I'll be glad to finally be able to play some good games of survivor and play some good games of killer without people instantly disconnecting when they see a killer they don't like.
Accurate. The "ggez" players that did nothing all game are eventually winding up with likewise players or people just starting out.
Same with killers who face camp, scores go down so does MMR.
I have been having a blast with MMR! Games are much more fun.
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@TacitusKilgore said:
For example: During your match you are chasing a claudette, and you walk through a pallet. A nea walks up from behind and slaps you with it, and teabags you when you turn around. Do you hold a grudge and focus down the nea when the opportunity arises? Or do you just let it go? Would like to hear from some of the killers here if they hold grudges like that.
One time I was doing a legion "kill one by your hand" ritual. I'm not very good with them, but was good enough this game :) Had one nea that was clearly better than the others trying to distract me.
I ignored her all game until her last friend was on the hook. Took nea down and carried her to the hooked friend so they could watch me Mori.
I get a little carried away with the "one mori" part anyways, but sometimes I will do things to make a point.
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@pizzavessel15 said:
I'm a rank 1 killer and I am tired of having to sweat, use certain killers, and use certain perks. I want to depip from rank 1 to at least 15 where its more chill, I can play around with other killers, and play around with more perks etc.. Could I be Banned for throwing games and depipping for this?
Like some said, perfect time to drop add-ons and perks, and practice more difficult killers. You get the sweat practice and depip.
Most people hop on wraith and just never decloak, waste of time though to me. There is always going to be a killer worth practicing in a situation like this.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2359270#Comment_2359270
For fun, like who would you absolutely love to see as a duo
Still unclear, both would be fun :)
Ghost face and Billy
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Competitive wise or kinky wise?
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@TheDappaScrappa said:
Really just want to see everybody's experience with it. Who do you see it coming from mostly? Killers or Suvivor? PC or Console?
Real toxicity. Camping or tunneling from the start, not camping somebody on hook when the doors are opened.
Survivors who need to trash talk after winning (or even losing) when the killer was "playing fair" or killers talking crap when winning or losing. Not trying to start a war just an opened question. I've played console and pc and both killer and survivors and in my experience I always see more toxicity from console survivors
Stopped caring awhile ago. I take any toxic comments after as compliments.
Hook campers etc when playing survivor is whatever gg, fast queue into the next one. If that's what is fun to them, enjoy the rank your at.