zacattak48
zacattak48
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- zacattak48
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Comments
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@TheMadCat said:
I'm glad you had fun but farming games are boring to me for instance. I'm playing a PVP game... I like to chill, but I wanna play the game for what it is.
I wish to have more interactions with the Killer in game. Like, if they could chase two Survivors in the same time so generators won't be flying and I wouldn't escape without meeting them because someone get their attention for 5 generators.
Yeah I agree, farming is boring. That game though it was 4 Davids with no mither memeing. So it was a little different.
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You really think old Freddy with pulling people into dream was better than current Freddy? I can tell you are a clown main if you think clown has better anti loop than doctor.
Relax im kidding lol. People are allowed to have different opinion's. I for one find clown very underwhelming and wraith super fun. Mad respect to you for maining everyone's favorite bottle wanker
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2109367#Comment_2109367
It took me ten plus tries and his chaser was bugged. You lot that are working on it now have it ez.
Playing trickster is a chore. Id hardly call him easy. Frankly he sucks. Wich is why im not buying him till he has something going for him.
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@Trwth said:
That would make Spirit Fury sink into the abyss.
Zanshin in Japanese martial arts is about awareness and alertness, so I thought it'd be cool if the pallet aura will change color when a Survivor is under it. And maybe the auras of windows will become more intense the closer it gets to being blocked from being vaulted too many times.
Whats the point of letting the killer know when a vault is about to be blocked lol. Tahts useless. All you have to do is count to three.
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@Mileena_Kahn said:
Thanks for finally fixing him devs! (: couldn’t ask for anything more. Hopefully this means a decline in Freddy matches overall.
Yeah dream pallets were way too op. They deserved a nerf
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@Steel_Eyed said:
I got Tricksters adept the first day. It’s doable.
I wonder if players forget but many of the adepts are challenging. Oni took me f o r e v e r and he’s a high level killer.
It usually takes multiple tries. It’s not just Trickster.
You mean the day when no one knew how to go against him?
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Has it occurred to you the images are concept art? And dont represent the final design. The concept art is always lighter then the final result. Like when gas haven got re worked. New gas haven's brightness is fine. I'm fairly certain the same will be for coldwind. Take a chill pill.
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@REL1_C said:
(This is not confirmed, just an idea)
It's very clear that the developers don't listen to the community, I mean look at the "Trickster Buff" which is terrible by the way. The DS nerf and the OoO nerfs was quite good I guess. With all that aside, the developers goal is to BUFF solo's. With the MMR this will happen, solo's will be as powerful as swf, no joke but maybe even better that most swf.
The Twitch steamer Tru3Talent gets a lot of hate because of the wild things he says but for once, that built in ruin is actually genius, obviously kindred will be base too. This will make it so where the killer gets rewarded for Pressure and not Screwed by the rubbish Mechanics.
That basekit ruin idea was just for tournament's im fairly certain
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Tru3talent, he is extremely good and knowledgeable at playing both sides. I've learned a lot from him.
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@Pig_Is_Pog said:
Okay i’m not gonna lie, i’m kinda concerned that hex crowd control will be too powerful. Based off what i’ve seen l it thrives in early game and helps get a lot of pallets down early so it being a hex doesn’t really hurt the perk.
In early game, a good survivor will save pallets and rotate threw different jungle gyms but hex crowd control completely cancels that giving you two options: throw more pallets down early game or have to move around the map while looping and potentially lead the killer to people that are working of gens.
Hex crowd control is going to be amazing on killers with insta down, yes bubba and billy, i’m looking at you.
Windows is the most important thing to use in chase and crowd control completely negates using them effectively which is obviously concerning. Now i’m not saying it will be too powerful but for obvious reasons a lot of people including myself are worried it will be. Take my opinion with a grain of salt though because i also thought for the people was going to be a meta perk but it’s actually fairly balanced.
What are you people thinking? Do you think it will get nerfed?
I think it's honestly very weak for a hex.
Devour hope lets you kill a survivor
Crowd control blocks a fast vaulted window
See the difference?
It sounds strong but i think it just means survivors will have to plan their routing a bit better.
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You sure are making survivor mains look petty.
There were taunts from both sides, besides which side is generally more toxic to the other? That would be survivors with the 4 to 1 ratio and teabagging. Quit whinning and just be happy the game is getting balanced.
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@Lord_Tony said:
So I'm suppose to just take that free stun with no drawbacks to your perk?
oh but the "counterplay" is avoiding lockers. K.
so just avoid literally every single locker then and commit to zero chases. Great
People with head on are predictable, look at the locker and swing, Ive never had that fail to make them jump out. Or do a 3 60 with your movement, give them their own medicine.
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@FrostySeal said:
It feels like everyone just kinda forgot about the twins, so I wanted to ask what do you guys think about them? Do you think they need a nerf/buff/rework? Do you think they're strong or weak? Personally I think they just need some tweaks but otherwise I think they're a pretty good killer, although pretty unfun to play as and against sometimes.
They suck and nobody plays as them. Some maps make using victor unusable, like haddonfield. The only way to play them is to slug and camp, which i find very unfun. If they made it so charlotte and victor could switch places they would be a lot better. And wouldn't require slugging to win.
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I have to disagree, bubba destroys solos and average surviors( but what killer doesnt?)
Against good swf or good loopers he sucks. Bamboozle is a must otherwise killer shack jungle gyms and T Ls aren't giving you the mindgame oppertunity for a chainsaw. Good survivors will just use windows and move to another title without the need of pallets.
Leatherface is way stronger and a lot of fun but he gets gen rushed and countered very easily.
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@BrokenSouI said:
I mean...Is it REALLY that big of an issue if one escapes..? Is it the end of the world..? You already got a person getting a DC penalty and 0 points. That's a bigger win then a 4k. Not to mention you get extra BP for a quitter bonus
You get less points than a hook though. Especially of they dc first hook. Dc's punish the killer
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@Phasmamain said:
https://us.v-cdn.net/6030815/uploads/F12C1U5JV7UH/5cafcde7-7166-4a07-83ab-269b291a41ef.jpeg
https://us.v-cdn.net/6030815/uploads/U5ZB0MY8ARUY/68b7c5ac-4c13-45b0-9319-ff7f968bdee3.jpeg
Edit: Was using outdated lists these are my new ones
You have the trickster ranked higher than nurse and spirit?
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I actually enjoy it when survivors that think they're the shi* teabag me. Makes it that so much more satisfying when I outplay them.
Teabagging at exitgates is kinda childish though. I never bm because I know what its like to play killer. People do it solely to bm, so I don't mind teabagging as it just shows how little morals that person has. And it feels great to outplay them.
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@dnj510 said:
What's the rulebook for survivors by Killers? Post that.
Hahahhahahhahhahahahhahahahahahahahahhahahahhhh. Stupid billy
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The only killer i dislike facing is trapper, simply because its rng if you get into a trap.
The constant fear of running into a trap is annoying to me.
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@Zozzy said:
Vault a window or pallet over and over so they blow their ear drums out.
This actually helps the spirit. When you continually fast vault there's only one place you can be....
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@ImHexyAndINoed said:
I've always Struggled vs Spirit, can anyone give me afew decent tips for countering high level spirit players? I don't see her as much as I should so I don't get the best practice in to learning how to work around her.
There are lots of ways to counter spirit without perks. The number one way is crouching and avoid grass. Crouching makes you considerably quiter even when injured and avoiding grass makes it harder to track you.
Another thing is pallet and window mindgames. You can drop a pallet and run, drop a pallet and walk to not leave scratchmarks, drop a pallet but stay on the side tou dropped it on. This can confuse spirits into thinking your on the other side.
And of course slow vaulting a dropped pallet, you can also fast vault a pallet to bait the spirit, for example if you drop a pallet in front of you and then fast vault to the other side the spirit may think you vaulted to the side you were just at.
One of the most common window strats is fast vaulting and then immediatly slow vaulting back. This works but is more know and expected by spirits.
Remember to be predictable and not do the same mi dgame in a row. Unless its a mix up to throw them off. Another thing to note is spirits speed, if she phases to you but is still a but away you can run her for a while before her power comes back.
When a spirit phases at you in the open crouching works best for double backing or taking an alternate route to where you were going.
When people say spirit has no counterplay just know they are salty survivor mains that dont want to adapt. Be unpredictable and have a plan. Good luck👍
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I like the idea, current egc is boring and relies on rng for both sides.
Although I think this idea would work best as an in game mechanic rather than a perk slot.
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2043170#Comment_2043170
These are really, REALLY inaccurate.
Dude, seriously? This post is all in good fun, And I can gaurentee you there is one person for each of those description that are matched perfectly.
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@HexSoLonely said:
https://forum.deadbydaylight.com/en/discussion/comment/2041451#Comment_2041451
Ngl, it's been pretty funny abusing it. But what's new? Trappers used to always abuse the exploit where they could clip traps under tiles, that was around so long it started to become "tech" and I actually saw trapper mains on here crying about how that was one of his only useful "features" when it finally got fixed. Or how about all the nurses abusing the fatigue cancel exploit? At the end of the day, this game is a damn mess and I'll have fun with it when 90% of the time I have to put up with other people abusing exploits. Couldn't care less how mad it makes you. Keep crying.
Name one nurse that can abuse the nurse fatigue cancel, not only is it incredibly difficult to pull off and unreliable, the reward for doing it is miniscule.
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@GoshJosh said:
You’re basing MMR off a four-man SWF with an Ormond offering? Does MMR know they are going to burn that?
That was an example. Obviously I've played more games, the swf on ormand is a notable example though because it's on a killer I should have very low mmr on. While killers I have high mmr on remained unchanged or got worse.
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@TicTac said:
I think you need to play more matches to get better matchmaking results.
And even if you still get destroyed every match, maybe the devs realize that they need to balance better.
I get a 3 k the majority of my games as I don't often feel lime slugging for the 4th. It's just gunny how the day the mmr is in play I get 2 entity displeased back to back. Not to mention the plaugue getting rank ones.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2028027#Comment_2028027
I don't think Ghostface and Wraith need to switch. Wraith will be less map dependent than Ghostface, but still has to deal with uncloaking. Ghostface can immediately attack out of shroud and can expose survivors, but is dependent on getting a good map. At best, Wraith might end up overall better than Ghostface due to the lack of map dependency. But I can't see Ghostface going lower than C tier due to the fact he can expose survivors.
https://forum.deadbydaylight.com/en/discussion/comment/2028028#Comment_2028028
Doctor is fine where he is. Doctor can stop pallet drops and vaults, but since it is delayed survivors can still get the pallet throw or vault before getting shocked. He does have the extra benefit of T3 madness stopping all actions, but that is only a 12 second delay.
I'm not a Hag player myself, but I don't see how that is a huge enough issue that would put her lower than A tier. At worst someone is not doing gens to go around and set off your traps.
If someone harrases you as hag you esseintially have no traps. Chasing a survivor as hag is one of the worst things you can do. And you just aren't timing your shocks with doctor right. And the majority of loops he shuts them down. One of those being the shack.
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@Mysterynovus said:
1.) What do you expect a Survivor to do? Stand still so they can get hit? Hack the game and generate a Glock to shoot the Killer? Survivors don't have as many mechanics to stay alive as you'd think. They can run, drop pallets, loop, and occasionally juke, and that's about it. Until some massive shake-up to the game's mechanics arrive, those are the primary ways Survivors can interact with the Killer.
2.) Blaming Shift+W is to blame the symptom, not the problem. The reason running forward can be effective is because some maps have such long lines-of-sight and are so gargantuan that a Survivor getting a ten meter headstart can prolong a chase to a minute if the Killer takes it. Compounding this is the random generation of tiles which can sprinkle in safe pallets and jungle gyms right next to each other, further extending a chase. To blame a Survivor for using that to their advantage would be like blaming a Killer for using M2.
Who is blaming shift+ w and saying its a problem? It's incredibly strong but i haven't seen anyone rage at it or anything.
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@GannTM said:
https://us.v-cdn.net/6030815/uploads/ULC3PJXX8LU0/3551eac9-3999-4182-a130-f95787775c14.jpeg
S tier being killers that could beat the ######### out of me and D tier being killers that I will tear their limbs off.
What about legion is easy to beat? It's 4 teenagers with knives. You arent winning that
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2027964#Comment_2027964
Wraith with his buff on ptb should put him higher since he'll have much better map control and can't be seen cloaked until within 20m.
But Ghostface really can't pull off the hit and run strat consistently. Maps like Blood Lodge that are just wide open with little LoS blockers make it impossible for him to catch good survivors off guard. Large maps like Mother's Dwelling he'll struggle to pressure the map as he has no mobility. Ghostface can pull off Hit and Run tactics well on maps like Hawkins due to the small size and ton of LoS blocker.
Ghostface's biggest strength is honestly his stalk ability as being able to instant down survivors is a quick way to build pressure. It's still map dependent as some maps are just really hard to stalk survivors so Ghostface is perfect as a high C/low B as it comes down to map rng.
What about doctor? Also hag is only good when its not a team. All you need one person with object to constantly follow, point out your traps with comms, and set them off where you can't get a hit from teleporting.
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@gatsby said:
This is from the mindset of a Rank 1 Killer and Survivor player about which Killers will do the best against a coordinated SWF in Voice Chat.
https://us.v-cdn.net/6030815/uploads/MYXNQMYPUNDD/killr-t-list.png
S and A will be competitive with high win potential.
B will be inconsistent.
C and D will almost never win.
I disagree with wraith and ghostface being so low. If you run the right kind of build you can keep everyone injured , then while theyre healing pick them off with nurses and no terror radius. And doctor is definitely underated, he has incredible tracking and one of the best anti loops in the game. Pair that with discordance or bbq you will always be able to find someone.
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@yobuddd said:
Option 1: (hex)
Hex: Cheap Construction. Each time a survivor vaults a pallet, it weakens. Pallets will break after they have been vaulted 3/2/1 times by any survivors.
Option 2: (no hex)
“....vaulted 5/4/3 times.....”
(Note, weakened pallets should visibly degrade after each vault.)
Much better idea balance wise
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/2018909#Comment_2018909
If you follow a single survivor for minutes you belong in yellow rank. It's also highly probable that killer doing this lack proper looping techniques which make it possible for the survivor to loop for a long time.
Is it a bad play for a killer to focus one good survivor? Yes very, but that doesnt change the fact survivor can waste a killers time by minutes. Survivors are stronger than killer. Say the team has 4 expert survivors vs 1 expert killer. Odds are the survivors win.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2018769#Comment_2018769
Individual survivors are weaker than the killer.
Your looking at the game as a 1v1. Also if the survivor has the right set of titles they can waste minutes of a killers time without going down. I'd argue a single knowledgeable and skilled survivor beats a killer anyday
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@Shoottokill_Shinsou said:
Because a single survivor is 25% of their team. Meaning that they should only have the difficulty of killer divided by 4. It isn't fair to have a killer that doesn't take skill, when killer is more powerful than the survivors and doesn't take extra skill to compensate. A powerful character that doesn't take skill is never fair. It's fine if a braindead killer is like wraith or doctor, because they are weaker to compensate.
The idea killer is stronger than survivor is false. If we are talking about decent survivors and a decent killer
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Breakable walls are strong enough as they are. Giving survivors the option to make even stronger god loops is not a good idea.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2015689#Comment_2015689
Some maps like the saloon or lerys have really good hiding spots. I’d argue lery’s totems are actually too hard to find
I remember seeing old hex spots. They would be in spots like the middle of the road on haddonfield. Now hexes are better but they still shouldnt spawn near objectives or in gaurenteed spots. Every good survivor memorizes common totem spots.
If these could differ more it would buff totems. And i know what you mean with lerys. My favorite totem spot is this one thats inside of a box facing a wall. You can not see it unless you go behind the box. If every totem was that good we wouldnt need to talk about totems getting cleansed too fast.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2015781#Comment_2015781
I can understand that. My point is that is a Hex. And the argument with Hexes, are they are high risk , high reward. This Idea limits the risk of running Hex perks.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2015781#Comment_2015781
I mean bringing in the outliers is a reasonable goal.
Currently the issue is that like 90% of the hex perks are:
Overly high risk-Barely average reward
instead of what they're supposed to be, which is:
High Risk-High Reward
Most the hexes risk level is just too high because of how bad their spawns are on most spawns and even when it does stick like 90% of the hex perks are just bad/average effects. The risk needs to be slightly brought down and their reward needs to be brought up quite a bit.
DH and somewhat Ruin are the only perks near the correct level.
Hex perks are something we want to be very good as they are healthy for the meta since they give survivors secondary objectives to hunt for. Hex perks need an overhaul.
Yeah, if every hex could be worth bringing the risk would make more sense. Hexes differ so much. With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults
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@Blueberry said:
Hide totems better on some of the older maps, make them way darker and make all totems look dull to survivors (only shows lit to the killer).
Your idea seems to be overcomplicating it a little. I also thinks totems should be cleansable from the very start.
@Clevite said:
Sorry, but no. Hexes are always high risk high reward perks. I don't think we should be blocking them or making it so they can't be cleansed for a period of time. It removes the high risk argument.
The reason i suggested the totem blocking was so you could run hexes without worrying about them being a wasted perk slot. There is too much rng when it comes to hexes, there are games where ruin last for 15 seconds, and 15 minute matches where it never gets cleansed, whats so bad about lessening this rng and making the perk more consistent?
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@AChaoticKiller said:
Greatly reduce it to 1 maaaaaybe 2 minutes and yes this is an excellent idea.
Yeah the time is an easily changed variable
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@Phasmamain said:
Totems shouldn’t be protected in the early game. There’s supposed to be a risk reward to bringing them. I’d rather they make the actual effects of said perks stronger than make them harder to take out as this will just make everyone run ruin and devour like they do now and the other hexes will still be irrelevant
True, having stronger hexes and making all of them worthwhile would be nice
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I def recommend tru3talent, he plays every survivor and killer and can use any perks.
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@JamieLee2k said:
I am getting some really good people here, I just hope they are interested in my idea.
I think there are gonna be some really tough ones to find like plague and clown
Jaee enjoys playing killers like clown and ghostface
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@cburton311 said:
true the abuse is gone, but i think the perk will not be used anymore. They nerfed it hard and in the wrong way imo. A lighter nerf would have been to deactivate it when the gates powered or the hatch opened. Then see how the meta shakes out.
I guess we'll see how abusive the killers get.
It's original and intended use way to punish killers for tunneling, it now does exactly that, whats the problem?
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@Venoxxie said:
I dunno what survivors you talk to but DS is most certainly not useless. If they say it is, it's because killers seem to get turned on by tunneling then acting all scared of DS (so why tunnel) so they slug for like 2-3 minutes because they dunno how to count to 60 seconds. That's the only reason DS might end up being useless.
I dunno how much survivor killer mains play but if they do and they feel they never get tunneled all that often well, think of how many people are on this game. Those who claim they never get tunneled are not everyone. There are A LOT of people who get tunneled. Just because one killer main doesn't tunnel, doesn't mean no killers tunnel. Etc.
However, the reason why people are mad is because out of all the op killer perks, the only thing really taking a hit is Undying. But bhvr is going after two loved survivor perks (one of which I rarely see used) because killer mains can't handle it. The reason people are mad is because the nerf is also unfair. Killers say it's balanced but if anything, it's able to be abused by killers. I read a forum about the Dev stream and no where in it does it clarify that if someone starts healing me, do I lose DS for that? Or what about moments where I feel safe because I thought the killer was in a chase across the map so I try to work on a generator to be useful but lolnope... the killer was on their way back to be rude to me and because I tried to be useful for all of 5-ish seconds, I lost out on 60 whole seconds of DS. What's the point in having it be a 60 second timer if anything we do will get rid of that within a split second?
If anything it should have been:
-60 second timer.
-Timer goes faster by 4/3/2 % (numbers could be changed) when doing any action.
-As soon as you are in the Healthy state or someone else is hooked, the timer goes away.
"Out of all. Op killer perks undying is the only one that seems to be taking a hit"
Pop, ruin, thanataphobia, doc's passive madness nerfed, perks that nerf slugging such as all for one and soul guard, instasaw billy removed, the see through shack, moris nerfed. Yeah you are right, survivors are clearly the only one being nerfed, killers are way too op, they should remove being able to hook a survivor on deathook all together, that would make the game way more balanced for the poor weak survivors. That are in no way stupidly strong.
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@Aven_Fallen said:
It is not an actual anti-tunneling Perk, since you can still get tunneled and just slugged or the timer runs out during the Chase. But it is not useless.
It prevents the killer from downing you after being unhooked and rehooking you immediately after, therefore it's use is anti tunnel.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2011660#Comment_2011660
She honestly wasn’t on my ass. All she had to do was patrol the two exit gates. Which Lately seem to be beside each other. So not that hard to patrol.
Door spawns have always been rng, there is no lately they have been close together.
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Death slinger or ghostface. Pig is a close 3rd out of those killers. Deathslinger is a lot of fun to play, he has builds that get a lot of value by having a low terror radius and gen protecting. Like monitor and tinkerer for example.
Ghostface is a decently strong killer depending on how you play him. If you go for brute force and try to constantly stalk survivors you're in for a bad time. Instead focus on injuring everyone and using night shroud to be stealthy. Nurses and bbq are great choices for ghostface.
And lastly pig, she.has great preassure against lower skilled survivors, it is generally best you bring whispers, once it light up and you know a general direction of a survivor go into stealth. She has fun brown addons that let you charge your dash faster i recommend running. She also has a fun build when using amandas letter and an indoor map.
In conclusion if you want to get better at the game go for deathslinger, if you want a killer able to do well against swf go with ghostface. And if you want a killer able to overwhelm average survivors go with pig.
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I'd like to see 3 and 4 man swf nerfed before spirit does. With a coordinated team it doesn't matter how strong the killer is you've already lost unless you slug the whole time which isnt fun imo
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@Sehkmet666 said:
https://forum.deadbydaylight.com/en/discussion/comment/2010776#Comment_2010776
I also agree noed needs a nerf but the exposed would kinda be pointless if the survivors just 99 exit gates.
It wouldn't be strong in a scenario like that; that much is true. However, the increased speed serves for that area as there's still time to get the survivors. The idea is so that the survivors don't linger around at the endgame collapse.
maybe have the speed boost be greater and remove the exposed all together? Replacing that with longer lunges would be cool
That is a good idea, maybe get faster over the place of making survivors Exposed with something like Coup de Grace.
The lit and barely to mostly lit doesn't make sense to me. What would its purpose be? I mean I guess survivors could tell what level a hex perk is at if it uses tokens but why would that matter as they will most likely just clense it.
The way I had envisioned the thing with the lit and barely to mostly lit modes would be to take priority over which totems should be cleansed first before taking care of another priority.
I suppose I could see the purpose of the lit totem brightness system. Having a sense of urgency when it's fully lit. Maybe they could implement where all hex totems start the trial dimly lit.
While dimly lit they are unable to be cleansed. They could go through the stages you mentioned after a set time has passed in the trial. Each mode could activate after lets say 45 seconds. Once the totem is fully lit they can be cleansed.
That would give a Buff to hex totems from being cleansed as soon as the trial starts and implement that cool dimly lit to fully lit idea of yours.