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Weederick

Weederick

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Weederick
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  • Haven't played for 2 years, so im currently having a lot of fun catching up with the new stuff. I become more and more casual about the game though.

  • Remember when you could flashlight save during the hooking animation? Remember instablinds?🤩

  • CoH benefits the whole team, it can even stop selfcare users. Kindred gives crucial information and allows for more gentime. Prove Thyself is good to get the last gens done.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207772#Comment_3207772

    It is because lets say im running a Sabo build (which i do) that is adamant about saving people from getting hooked. If the exit gated are powered and or opened and the killer "tries" to hook the survivor they cant because im on it as a master Sabo user but because they have a mori (offering) i cant save that person and they are just dead.

    Same thing goes for flashlight masters. They cant get the save or rather get the opportunity to go fot the save bc of the mori. Do you see why this is a problem and why i say its a lack of skill and or ability?

    Last gen about to get popped and i have DS/Unbreakable? Doesnt matter because the killer just waited for the unhook and waited out the base bt and downed the survivor and then they deserved that kill they will get with the burned offering (mori)? I dont think so. This is my stance on moris and i doubt you or anyone can change it because i have been able to counter every argument justifying its usage.

    Most comments respond to the "for survivors" in your title. I play unique builds on every killer, because i like the synergies, instead of 4 S-tier slowdown perks. I dont make things interesting "for survivors", but because i find those builds interesting. Your title sounds weird, if you're just asking for interesting builds and playstyles. In which case, i currently play twins and have always been a billy main. Doing work upping their playrates

  • Something unique like the twins, spirit, nurse, hag or blight. Just no more M1 killers pls

    @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207753#Comment_3207753

    I would throw blight in for unique killers but the main problem with unique killers isthey end up being hated. Nurse and Hag while being 2 of the most unique killers are 2 of the most hated killers in the game. Ive even seen my fair share of Huntress salt too.

    Nurse is broken tbh, but hag has potential to be great. She just needs restrictions for traps around hooks.

    I dont get the hate for them, i'd rather verse spirit, nurses and blights etc than another M1 killer. The basic playstyle is played out, its so repetitive.

  • Survivors will complain no matter how you play. So i play however i like and see fit. Chill players get a chill game. SWF with medkits running godloops do not get a fun game.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205245#Comment_3205245

    Slugging is killer dependant really when you're gauging how strong it is, while trapper may not be good at that , Any high mobility killer for example could use it as a strat and win the game faster than they would normally, there are like 5-6 killers who have a viable slug game and the rest are pretty much a gamble where you have to have everyone in a bad spot grouped up, these changes that are coming benefit killers more than survivors and people don't even see it yet, there's no reason to leave survivors down for that long if you know it's a bad time for it and you auto win now with no chance of anyone getting up or wiggling out or anyone of that if you pull if off quick, you're gonna see alot of starstruck after these changes and people going for the win as soon as they get that first proc

    Yeah i agree, some killer might get hit, like twins, myers, oni, maybe plague and ofc nurse and blight. Has anything been said about the base recovery time? If that increased to 45s too, you could slug for longer before they can be picked up, which would buff slugging in a way.

    Not sure how strong the autowin will be. If you can manage to down everyone, you'd win currently aswell, except for a clutch unbreakable. Those starstruck 1vs4 instawins are probably still a nurse only thing.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205187#Comment_3205187

    Slugging can bypass your winprogress and prevent survivors from doing theirs. When one is slugged, the others have to stop doing gens. That obliterates solo queue. Another bad problem with slugging is denying the opportunity for hatch. Majority of killers slugs the 3rd survivor and prevents any opportunity for the fourth to get the hatch. That is not fair.

    It does a worse job than simply hooking in terms of winprogress and stopping gens. You slug cause you have the opportunity for a free hit. It has nothing to do with soloqueue. You overstimate the power of slugging, its a situational thing, not something inherently strong. I get slugged for the 4k maybe 1% of the games btw

  • @Sluzzy said:

    Put yourself on the other side, it is far greater abuse being left on the floor being incapacitated. Slugging was overpowered.

    Slugging itself is underpowered. You need a good reason to slug, since you're skipping your winprogress. You need even more winprogress in return, which rarely happens. And if it happens, it shouldnt take 45s to achieve.

    It is annoying to get slugged for 4 mins, so im cool with that

  • How often do you really slug for 45s? You've usually already won or lost by the time you slug and slugging for that long is a pretty bad play anyways. You slug for a quick hit, not for 45s. I doubt it will have much impact.

  • @SuzuKR said:

    People that think playing smart and efficiently is toxic will never fail to bewilder me.

    What, is an enemy toxic for going for headshots in an FPS because they do it better than you do?

    Its only smart and efficient because the devs balanced it that way. I'd rather have the game reward genpressure over hookpressure. Atleast to a point where it feels equally powerful.

    For the FPS comparison, its like they gave headshots a 0.5 multiplier and you only deal half damage for more skill required. Why go for headshots then, when bodyshots deal more damage, thats how dbd rewards skill.

  • Same deal here, took a 2 year break and returned yesterday. Killerqueues are still fast in EU, but only instant in the evenings. Give it a shot, its still the same old

  • Old DS and Hex: Ruin. MoM was ugly, but not as impactful as 5s stuns on pickup. Saboteur was the best killerperk, complete waste of time with 75% iron grasp.

    Old Sprintburst was imo the most busted though. The constant sprintburst every 40s probably had the most game impact overall

  • @Jarky said:

    https://us.v-cdn.net/6030815/uploads/C42DFJAW853C/tiers.png

    Considering you don't have Dredge's 9 tiers (3 perks at tier 3 = 9) and Shattered Hope (3 tiers), then you should have 279 perk tiers unlocked (291 - 12).

    If you have every single perk unlocked on them all other than the above, then you'll get 5 Prestige levels from the perk tier catchup. This is assuming they haven't adjusted the catch up, which the recent update didn't state, so I assume not. Therefore, it won't be necessary for you to P1 them before the update goes live.

    EDIT: Added Shattered Hopes 3 tiers.

    Just counted them, I have about 200 perk tiers, still missing the perks of the latest 8 killers. Should be just enough. Thanks for your help!

    @fogdonkey said:

    You will get more just from your perk tiers. And also you don't lose your add-ons and offerings.

    • 1 level for 70-119 Perk tiers
    • 2 levels for 120-169 Perk tiers
    • 3 levels for 170-219 Perk tiers
    • 4 levels for 220-269 Perk tiers
    • 5 levels for 270-319 Perk tiers
    • 6 levels for 320+ Perk tiers

    If you have a character on e.g. level 40 then it is worth it to prestige. If you have 170+ perk tiers then don't prestige.

    Otherwise you need to think a bit about the pros cons. Personally when I was just below 120 perk tier i just bought some more to secure prestige 2.

    Im just above 170 perk tiers at 200. So i'll keep my stuff and get prestige 3 then :) Nice, thank you!

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472887#Comment_2472887

    I know how games work, they never balance for the top % no matter the game, fact is though DBD breaks way before the top %. The only reason half the killers win is due to bad survivors.

    I'm honestly so happy to have SBMM because all the times people have said killer is easy etc. At high ranks will be put in their place, the truth will be so clear and obvious there be no denying it.

    The devs will make changes, while it wont be the top 1% they will look at the data, it will take time (longer than usual as its bhvr) but it will happen.

    I generally agree on your statement, that sounds reasonable. Although many games balance around their top end of players, atleast fps and fighting games where it makes sense for their more serious playerbase. Dbd is...well, you know how unbalanced it is and the only balance is having someone who cant play the game among good players, their 5 year old balancing formula of stuffing potatoes into high ranks. That's just masking the problems, you know that too, but now we're forced to play these matches that are unwinnable by design.

    Devs be like: Yeah the game is a shitshow at high skill. Too bad. You already bought dlcs, so bye.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472775#Comment_2472775

    5years experience, always rank 1. All killers and perks, cant be more experienced tbh. And like if said in many threads you cant balance a game when there isnt a ranking system. One game I can 12hook at 5 gens others struggle to get hooks. There should never be such a huge gap like that and that's why the game isnt balanced.

    I wish people would stop acting like they're only going to face the top 1% which just isnt true. Anyone with a brain knows at high level survivors win but with MMR the data and stats would show it better than the current so bad killers can be changed. Honestly the biggest game issues is base gen regression/kick and the start of a match where survivors spawn separate on gens, oh and map sizes.

    So many people have easy as games without even realizing it.

    Swfs have truly easy games. Now we all know that survivors will win high mmr games and we know that nothing will be done about it. Stop kidding yourself that the devs will adjust for high mmr killer matches lol. If you really play for 5 years, you know nothing is gonna happen there

  • All the noobs: Git gud!

    All the noobs 6 months later: Omg, they were right. Hopefully they balance it

    All the noobs 1 year later:

  • @Orion said:

    Yes, people who play to win and are good at the game will go up against other people who are also playing to win and are good at the game. I don't see why this is an issue.

    You can't play competitively and complain that others playing competitively makes the game not fun for you. If you don't want to go up against people who play competitively, then don't play competitively yourself. If you play competitively, then you get real competition. It's that simple.

    This game is old, there are a lot of good players. They all know how competitive dbd games work out and since its not balanced for competitive games, they're all bound for trashy games. I know that i dont want to play high mmr matches. Did that plenty in the past and since im not playing S-tier killers, i know my odds for the match and honestly, its a waste of time. Even the devs dont care about these type of matches, can you really blame the players for not wanting to deal with it?

    Anyone who is good at the game knows how easy it is to win. For both sides, but taken to the extremes, survivors always beat most killers. And thats not skillbased, you cant do anything about it. Who wants to play that.

  • Cant wait to play sweaty swfs for the 5th year and be surprised that i lost without a chance. Now consistently every game. Eu late night at high mmr without balancing. Sign me up sounds great!

  • Its just fun and jokes. She's often played with good beginner teachables, but other survivors are just as bad. On the other hand, the best survivors i've played againt were megs too. As the 2nd most played survivor, she's usually the "most" of anything, since you dont see claudettes.

  • @worriedfeng03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349567#Comment_2349567

    Self care is actually a pretty banger perk, it's just it gets used at the wrong times

    Its still good for the majority of players. Only highranks dont need it, since everyone genrushes and gets out injured. If you optimise gameplay, then selfcare is worse than second chances. But for casual solo queue its still very useful.

  • Go ahead, you will not forget how to use older killers. Only exceptions would be mechanical killers like Huntress, Billy, Nurse etc. That usually takes a few games to get the feel back.

    The more killers you learn, the better you get at your older ones aswell. Some need a stealthy line of sight approach, others think more about map pressure, some rely more on hearing and predicting. Often killermains rotate through killers, maining 1 at a time until they get bored and main the next.

  • She is rather weak now compared to other killers. Mostly because she stayed the same or got nerfed, while others got strong reworks and the newer killers are pretty strong.

    You dont need those two perks, just try to build around her strengths, which is slowdown from her traps. As meta as it sounds, a full slowdown build would synergize well with her traps. Otherwise you can use Whisper and Monitor&Abuse together and when you patrol gens, you can crouch when whispers lights up.

    Pretty generic M1 killer with slowdown for the most part.

  • Spacebilly. Goompa stomping clueless survivors was hilarious

  • The game is definetely played out for me. But a couple times a year i like to come back, usually in a "good mood" just sneaking around as survivor and enjoying the graphics. Sometimes i get the urge to plant some chainsaws into survivors aswell.

    The times i take this game seriously has been going down though. Rarely do i get back to red ranks, its always the same up there. Same balance issues, same meta, same genrush, same killers, same addons and second chances, i usually quit after a while in the reds. Mostly because there is no reason to compete at highranks, so i go back to balanced fun games.

  • Yes McCotes secret final stage of the game

  • Stage 10 - You become a killermain and fight stage 9 teams

    Stage 11 - Civ 5

  • Wraith and Leatherface are easy to learn and effective early on. Hag and Billy are the best pubstompers, once you learned them.

    But play whoever interests you, this is not a competitive game.

  • Exit gates opened: Survivors win

    Exit gates closed: Killer wins

  • Gotta be honest: The devs could atleast try and balance out the issues at both low- and highranks.

    There is a difference between, lets say, 2016 dbd and todays dbd. Or between dota 1 and dota 2. Just calling them impossible to balance doesnt cut it. Its an excuse. It should be a path where both sides get closer and closer by experimenting with new mechanics.

    Just leaving bad mechanics as they are, just cause the game is asymmetrical, is lazy and uncreative. We're all pretty happy that instamoris, instagens, omeganurses and instaDS are gone. Just take it a step further and work on the main objective issue. Potatoes dont work on gens, while vets rush gens. Potatoes fall for camping, while vets rush gens. Maybe work out a way to make personal time on gens less relevant. Im sure you can make things better than not caring about it.

  • @TheGorgon said:

    Can someone explain to me why they nerfed Billy as a whole to begin with?

    ~ He was fun to play against

    ~ I don’t remember anyone asking his base kit to be nerfed, only his add ons.

    yeah, there was no reason to add overheat and to destroy Billy.

    He had a high killrate. Similar to pig and prebuff bubba, also known s-tier killers :D

    The community mostly wanted an addon pass to fix instasaw.

    Tbh, im still really surprised how the community reacted. His basekit is basically unchanged. Some say overheat does nothing, others find it limiting. Otz dropped him to C-tier which blows my mind. I may be rusty and all, but since his basekit is unchanged he is still A-tier to me. Seems like a massive overreaction to an irrelevant nerf. But it also reminds me of the nurse nerf which was far more severe. Heavy backlash although the character is still strong

  • Iron Will and Sprintburst.

    For lowranks, Selfcare and Botany.

    For highranks, Borrowed Time and an everchanging flex spot (Usually something like Blood pact)

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267537#Comment_2267537

    Then that's a problem with their balancing philosophy, if what you say is true, and not the problem with MMR. Regardless of the difficulty level of attaining the skill ceiling for specific characters, they should all be viable at the very top. It shouldn't matter how easy or hard the characters are to learn, they should all have an equal chance to win/lose, whether you are playing Nurse, Trapper, SWF, or Solo. When they are balanced at the top, then MMR should match the rest of players who haven't reached the skill ceiling to the appropriate groups and matches so that similar skilled players are matched with each other.

    You're right that it's difficult to have faith in the developers due to their past history, but ultimately, I can only hope that they do the right things for the game.

    That would be ideal for a balanced game. Sadly the devs really dont care about the top end of players. No doubts it will be a netgain for most players. But at some point, those players will get good and then they have the same complaints aswell. Until now, there are enough potatoes due to bad matchmaking that games are still decent. But once the potatoes are gone and you only face good survivors, highranked killer morale will reach absolute zero. And then we're back to queue time issues.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267428#Comment_2267428

    They'll be forced to balance killers when (or if) they see that top survivors' MMR scores are much higher than the top killer-types. The reason why it appears that they currently don't care is because of how they are interpreting the data they are getting from the Ranking system. Did you know that the "Red Ranks" Kill/Escape Rate data they shared with the community some time ago only meant that the Killers were in red ranks? The Survivors could have been a rainbow group and they still attached the data to the "Red Ranks" Kill/Escape Statistic. Of course it inflates the Kill rate, making killers look much stronger than they actually were. And that's partially the reason why this game's balance seems so off - because that's the type of data they go by. MMR, in theory, should be able to fix such issues. But yes, it will probably be painful for many killer players until they fix them in the meantime. I personally think it is worth it to make the game better.

    Problem is, they wont act on it. They're not interested in balancing everything equally. Some killers are meant to be weak but easy, while others are meant to compete at highranks. That was their balancing philosophy. And if there are balance issues they will redirect you to play nurse, billy and huntress (or nurse, spirit and blight nowadays).

    I think mmr makes the game better for the majority of players, which is lower skilled survivors. And highranked killers have to suck it up, switch to survivor or play another game. Once you "got gud" at killer, your fun at dbd will end. Because you cant further improve and you'll be stuck at unbalanced matches. Do that for a month, fine. Maybe you can take it as a masochist for even longer. But this is not a state any seasoned player wants to be in. Once you reached that point you will understand too

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266616#Comment_2266616

    If the top SWF gen-rushing teams on comms continue to dominate against the top Pig or Shape killers, then MMR will show that. SWF's score will keep rising while these killers score will bounce back and forth, maintaining the same level overall. That in itself will show that balance changes will need to be made for those killers, and be buffed accordingly.

    Both the game balance and matchmaking need to function accordingly, because they affect each other. Main reason why the game is so badly balanced is because the current matchmaking is so awful. How would they gather good data if the matchmaking is allowing pretty much anyone of any skill level to be matched with each other?

    They wont be buffing weaker killers though. They wont care about highranked killers, they never did. Thats why killers are concerned, they are just confronted more with unbalance.

    If this game was balanced, sure, give me balanced matches. But there will be a cutoff point for killer mmr and tons of survivors above it. Who will these survivors face? Killers with lower mmr. These killers aint be getting buffs, oh no. They're just throwing deathsquads at unlucky guys. There is no equivalent to swf sweatsquads, so how to matchmake them

  • My guess is, he takes longer to learn now. When you start off, you want to chainsaw all the time just to see what works and then work from there. Probably feels a bit limiting on top of the usual punishment for missing chainsaws. Once the fun phase is over and you optimise your chainsaw usage, you'll cut most chainsaws and only go for backrevs, pallet mindgames and curves at tiles for the most part. Then overheat should stop beeing an issue. Another issue was the addon dependency of some players. There were a looot of instasaw users before the nerf and you just cant chainsaw all the time until you get lucky anymore with his basekit.

    His effort-reward ratio isn't as good anymore, but imo he is still as good as ever. He was great since release and the game only got easier for killers, so i assume it should favor billy who makes short work when pallets disappear. On the other hand, a good survivor can keep a good billy at bay and the average skill level has heavily increased over the years, so he naturally cant keep up at highranks anymore.

  • A perfect mmr system needs a balanced game. This game is broken on higher levels and always had a lack of killers willing to fight through the unbalance. Survivors are also much easier to learn so there are more survivors at higher skilllevels compared to good killers. So good survivors have to wait even longer for balanced matches and/or face an endless stream of "unbalanced killers" like nurse, spirit, iri heads, tombstones etc.

    I doubt this will work seasoned players. The games balance is broken so either the mmr matching or the queue times have to suffer. No killermain wants to play death squads nonstop, so if mmr goes through, i see dark times for highranks ahead.

  • Boy is coming for your ass. A simple man with a chainsaw, thats how i imagine a classical killer. No tricks or subtleness

  • I've always liked that perk too. Fits my playstyle of running all the time and goes well with iron will. Underrated perk, most people dont even try it.

    Its a bit in a weird spot, since its good for stealth, but requires you to run. So it fits neither the stealth player nor the looper. And it drops off at highranks, where its all about genrushing anyways and the killers are good at tracking.

    It could need a little buff, maybe silent footsteps while running. Or not triggering traps from trapper, hag, freddy etc while running.

  • Infinites. More infinites. 7 blink nurse, flick billy, WRa1Th OP!

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2192752#Comment_2192752

    So, you would like to go back to the past in order to see bugs? That is a surprise to be sure, but a welcome one. What version exactly would that be?

    Some bugs were pretty funny and there were so many of them, that you couldn't tell whats a bug and whats dbd. I had the scariest moment during buggy games, where you loaded in as a survivor into a completely dark world. No lighting, you could barely see anything and then you see the red light from the killer coming closer. You dont know where you are, you couldnt see pallets or windows, you could just run in the dark while a red light was coming closer. From the killers POV, there were survivors joining your ongoing match. A 5th, 6th, 7th survivor would load in, sometimes you find them and kill them, but the game would always crash.

    In retrospect those bugs were funny, when you forget about the wasted time. When you got stuck in the hill...again.

    But my favorite version was 1.0.4 when they removed some infinites. That was the first time survivors played with pallets and other windows. Seeing how palletlooping slowly developed and spread through the small playerbase until it became common knowledge.

  • There were some hilarious bugs in the past. Balance wise i would never return, this game is going upwards overall.

    I'd like to return to the christmas bug, where myers mask was floating around without a body. Nurses held chainsaws and went invisible during the sprint. Everyone borrowed billys chainsaw and did ridiculous stuff, even survivors. We had killers using bond and survivors 4 sprint bursts in a row. That was a crazy time.

    The other thing i would love to play again, is old billy. Flickbilly. Spacebilly. Arrowkeybilly. Shooting into space from the harvester and other ramps. Then flicking onto survivors at the end of the sprint like oni. That was peak fun in all of dbd for me till this day

  • It takes skill to use, it takes some patience to counterplay. Feels like a very welldesigned perk. Its only reliable while looping to get that extra distance, which can have a big impact ngl. But compared to sprinto bursto, which is pretty braindead value, its seems fine.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2192416#Comment_2192416

    I mean, every old Billy main can agree that the nerf was unnecessary and actually has a heavy impact on him. Overheat made Billy just terrible. If you think Billy is the same, I'd love to see you play him.

    Im an old billy main and i dont think the nerf had a heavy impact on him. Its all subjective. I never use addons on him and i never overheat, so this nerf had exactly zero impact on my gameplay. Zero. None at all. Same killer as before.

    But i can imagine the impact on players, who use addons regularly. On the other hand, the whole reworks purpose was an addon pass. So my line of thought is, that these players were used to overpowered addons, not billy himself. Like omegablink nurses who think that nurse is useless now.

    I dont know wether billys addons need a buff. Maybe to make them more fun, but since a lot are linked to overheat, its irrelevant anyways. Im much more surprised how people overheat at all and not see flaws in their gameplay.

  • Back in the day, perks were way stronger. Today's perks are mostly useless even compared to the nerfed versions.

    Megs Sprint burst was so busted back then. Or Old DS, my god. 20 seconds of standing still per game. Iron Grasp across the map straight to the basement. Machinegun builds.

  • @glitchboi said:

    Right now, Billy is a shell of his former self. He's outclassed by Oni (basically the new Billy), Blight (mobility and curves), and even Bubba (insta-downs).

    All he needed was an add-on rework, and that's about it.

    I'd say Billy is a healthy mix of those killers. Or those killers took a slice from billy's pie.

    Billy always has his power, mobility and instadown, while others only excel at one aspect but better. Which is fair, i think billy is still toptier. And as much as i hated the billy rework at ptb, it has absolutely zero impact right now vs before. Base kit is literally the same and his addons got changed. Dont know why overheat exist, but since it doesnt do anything, it was just a waste of ressources and an addon pass.

  • The haste effect is extremely strong if you can sustain it, so mostly for SWFs. Since its not efficient to stick around the looper instead of gens, its most profitable for trollgroups, who care less about gens and more about chases.

    The aura reading and obsession part is great for solo queue though. Giving half the team aurareading for heals is pretty nice and there is always an obsession so theres less tunneling if no one brings DS.

    Not bad, but not great either. Lots of potential in the haste effect (i used to run bloodpact and hope regularly)

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